Add status page and merge private

This commit is contained in:
kholdfuzion
2020-12-30 11:42:28 -06:00
parent 3858440e14
commit 045df04316
826 changed files with 25643 additions and 246762 deletions
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,278 +0,0 @@
Used to set 09 actors. A1 is a pointer to 09 characters
7F02370C: ADDIU SP, SP, 0xFFA0
7F023710: SW RA, 0x0024 (SP)
7F023714: SW S0, 0x0020 (SP)
7F023718: SW A0, 0x0060 (SP)
7F02371C: SW A2, 0x0068 (SP)
7F023720: LHU T6, 0x0006 (A1) //T6=preset position
7F023724: LUI T8, 0x8007
7F023728: LW T8, 0x5D18 (T8) //T8=0xxx preset pointer base
7F02372C: SLL T7, T6, 0x2
7F023730: SUBU T7, T7, T6
7F023734: SLL T7, T7, 0x2
7F023738: SUBU T7, T7, T6
7F02373C: SLL T7, T7, 0x2
7F023740: OR S0, A1, R0 //S0=A1 (guard OBJ pointer)
7F023744: ADDU A0, T7, T8 //A0=pointer to preset data
7F023748: LW A1, 0x0028 (A0) //A1=tile pointer
7F02374C: ADDIU T9, SP, 0x0054
7F023750: SW T9, 0x0010 (SP)
7F023754: SW A0, 0x005C (SP) //save preset pointer
7F023758: LUI A2, 0x41A0
7F02375C: JAL 0x0F056850
7F023760: ADDIU A3, SP, 0x0048
7F023764: BEQ V0, R0, 0x7F0238FC //if V0 invalid, abort!
7F023768: ADDIU T0, R0, 0xFFFF //T0=-1
7F02376C: SW T0, 0x0030 (SP)
7F023770: LHU V0, 0x0008 (S0) //V0=body [S0=pointer to 09 actor data]
7F023774: ORI AT, R0, 0xFFFF //AT=-1
7F023778: BNEL V0,AT,7F023794 //branch if valid and save to stack
7F02377C: SW V0, 0x0034 (SP)
7F023780: JAL 0x0F023590 //returns V0=current random body
7F023784: NOP
7F023788: BEQ R0, R0, 0x7F023794
7F02378C: SW V0, 0x0034 (SP)
7F023790: SW V0, 0x0034 (SP)
7F023794: LW T1, 0x0034 (SP) //? grab voice flag ?
7F023798: LUI T3, 0x8004
7F02379C: SLL T2, T1, 0x2
7F0237A0: ADDU T2, T2, T1
7F0237A4: SLL T2, T2, 0x2 //T2=T1*0x14
7F0237A8: ADDU T3, T3, T2
7F0237AC: LBU T3, 0xDE21 (T3) //T3=embedded head?
7F0237B0: BNEL T3,R0,7F0237DC
7F0237B4: LW A0, 0x0034 (SP)
7F0237B8: LH V0, 0x0016 (S0)
7F0237BC: BLTZ V0, 0x7F0237CC
7F0237C0: NOP
7F0237C4: BEQ R0, R0, 0x7F0237D8
7F0237C8: SW V0, 0x0030 (SP)
7F0237CC: JAL 0x0F0235AC //returns V0=norm random head
7F0237D0: LW A0, 0x0034 (SP)
7F0237D4: SW V0, 0x0030 (SP)
7F0237D8: LW A0, 0x0034 (SP)
7F0237DC: LW A1, 0x0030 (SP)
7F0237E0: JAL 0x0F0234D0
7F0237E4: LHU A2, 0x0014 (S0)
7F0237E8: BEQ V0, R0, 0x7F0238FC
7F0237EC: SW V0, 0x0038 (SP)
7F0237F0: LW V0, 0x005C (SP)
7F0237F4: LWC1 F12,0018 (V0)
7F0237F8: JAL 0x0F05AA30
7F0237FC: LWC1 F14,0020 (V0)
7F023800: SWC1 F0,003C (SP)
7F023804: JAL 0x0F035398
7F023808: LHU A0, 0x000A (S0)
7F02380C: LW A0, 0x0038 (SP)
7F023810: ADDIU A1, SP, 0x0048
7F023814: LW A2, 0x003C (SP)
7F023818: LW A3, 0x0054 (SP)
7F02381C: JAL 0x0F0203B8
7F023820: SW V0, 0x0010 (SP)
7F023824: BEQ V0, R0, 0x7F0238FC
7F023828: OR A0, V0, R0
7F02382C: JAL 0x0F03A4A4
7F023830: SW V0, 0x0044 (SP)
7F023834: JAL 0x0F03A404
7F023838: LW A0, 0x0044 (SP)
7F02383C: LW T4, 0x0044 (SP)
7F023840: LHU T5, 0x0004 (S0)
7F023844: LUI AT, 0x4F80
7F023848: LW V0, 0x0004 (T4)
7F02384C: SH T5, 0x0000 (V0)
7F023850: LHU T6, 0x0010 (S0)
7F023854: MTC1 T6,F4
7F023858: BGEZ T6, 0x7F02386C
7F02385C: CVT.S.W F6,F4
7F023860: MTC1 AT,F8
7F023864: NOP
7F023868: ADD.S F6,F6,F8
7F02386C: LUI AT, 0x447A
7F023870: MTC1 AT,F10
7F023874: LUI AT, 0x4F80
7F023878: DIV.S F16,F6,F10
7F02387C: SWC1 F16,00EC (V0)
7F023880: LHU T7, 0x0012 (S0)
7F023884: MTC1 T7,F18
7F023888: BGEZ T7, 0x7F02389C
7F02388C: CVT.S.W F4,F18
7F023890: MTC1 AT,F8
7F023894: NOP
7F023898: ADD.S F4,F4,F8
7F02389C: SWC1 F4,00D0 (V0)
7F0238A0: LHU T8, 0x000C (S0)
7F0238A4: SH T8, 0x0114 (V0)
7F0238A8: LHU T9, 0x000E (S0)
7F0238AC: SH T9, 0x0116 (V0)
7F0238B0: LW T0, 0x0030 (SP)
7F0238B4: SB T0, 0x0006 (V0)
7F0238B8: LW T1, 0x0034 (SP)
7F0238BC: SB T1, 0x000F (V0)
7F0238C0: LHU V1, 0x0014 (S0)
7F0238C4: ANDI T2, V1, 0x0004
7F0238C8: BEQL T2,R0,7F0238E4
7F0238CC: ANDI T5, V1, 0x0008
7F0238D0: LW T3, 0x0014 (V0)
7F0238D4: ORI T4, T3, 0x0002
7F0238D8: SW T4, 0x0014 (V0)
7F0238DC: LHU V1, 0x0014 (S0)
7F0238E0: ANDI T5, V1, 0x0008
7F0238E4: BEQL T5,R0,7F0238FC
7F0238E8: SW V0, 0x0018 (S0)
7F0238EC: LW T6, 0x0014 (V0)
7F0238F0: ORI T7, T6, 0x0010
7F0238F4: SW T7, 0x0014 (V0)
7F0238F8: SW V0, 0x0018 (S0)
7F0238FC: LW RA, 0x0024 (SP)
7F023900: LW S0, 0x0020 (SP)
7F023904: ADDIU SP, SP, 0x0060
7F023908: JR RA
7F02390C: NOP
---------
7F023724: LUI T8, 0x8007
7F023730: SLTI A0,T6,2710
BNEZ A0,[general]
7F02372C: ORI T7,R0,002C
//2710
7F023734: ADDI T6,T6,D8F0 //correction for -2710
7F023738: ADDIU T8,T8,0004
7F02373C: ORI T7,R0,0044
//general
MULTU T6,T7
7F023728: LW T8, 0x5D18 (T8) //T8=0xxx preset pointer base
MFLO T7
7F023744: ADDU A0, T7, T8 //A0=pointer to preset data
[rewrite]
7F02370C: ADDIU SP, SP, 0xFFA0
7F023710: SW RA, 0x0024 (SP)
7F023714: SW S0, 0x0020 (SP)
7F023718: SW A0, 0x0060 (SP)
7F02371C: SW A2, 0x0068 (SP)
7F023720: LHU T6, 0x0006 (A1) //T6=preset position
7F023724: LUI T8, 0x8007
//start editting!
7F023728: 2DC42710 SLTI A0,T6,2710
7F02372C: 14800004 BNEZ A0,[general] +4
7F023730: 340F002C ORI T7,R0,002C
7F023734: 21CED8F0 ADDI T6,T6,D8F0 //correction for -2710
7F023738: 27180004 ADDIU T8,T8,0004
7F02373C: 340F0044 ORI T7,R0,0044
7F023740: 01CF0019 MULTU T6,T7 [general]
7F023744: 00A08025 OR S0, A1, R0 //S0=A1 (guard OBJ pointer)
7F023748: 8F185D18 LW T8, 0x5D18 (T8) //T8=0xxx preset pointer base
7F02374C: 00007812 MFLO T7
7F023750: 01F82021 ADDU A0, T7, T8 //A0=pointer to preset data
7F023754: 8C850028 LW A1, 0x0028 (A0) //A1=tile pointer
7F023758: 27B90054 ADDIU T9, SP, 0x0054
7F02375C: AFB90010 SW T9, 0x0010 (SP)
7F023760: AFA4005C SW A0, 0x005C (SP) //save preset pointer
7F023764: 3C0641A0 LUI A2, 0x41A0
7F023768: 0FC15A14 JAL 0x0F056850 //PROXIMITY TEST FOR PRESET
7F02376C: 27A70048 ADDIU A3, SP, 0x0048
7F023770: 10400062* BEQ V0, R0, 0x7F0238FC //1 if okay to spawn there
7F023774: 2408FFFF ADDIU T0, R0, 0xFFFF //T0=-1
7F023778: 86020008 *LH V0, 0x0008 (S0) //V0=body
7F02377C: 04430003 *BGEZ V0,+4 //branch < 0
7F023780: AFA80030 SW T0, 0x0030 (SP)
7F023784: 0FC08D88 JAL 0x0F023620 //returns V0=random body
7F023788: 00000000 NOP
7F02378C: 00000000 NOP
//end editting - unless need more space!
7F023790: SW V0, 0x0034 (SP) +3
7F023794: LW T1, 0x0034 (SP) //? grab voice flag ?
7F023798: LUI T3, 0x8004
7F02379C: SLL T2, T1, 0x2
7F0237A0: ADDU T2, T2, T1
7F0237A4: SLL T2, T2, 0x2 //T2=T1*0x14
7F0237A8: ADDU T3, T3, T2
7F0237AC: LBU T3, 0xDE21 (T3) //T3=embedded head?
7F0237B0: BNEL T3,R0,7F0237DC
7F0237B4: LW A0, 0x0034 (SP)
7F0237B8: LH V0, 0x0016 (S0)
7F0237BC: BLTZ V0, 0x7F0237CC
7F0237C0: NOP
7F0237C4: BEQ R0, R0, 0x7F0237D8
7F0237C8: SW V0, 0x0030 (SP)
7F0237CC: JAL 0x0F0235AC //returns V0=norm random head
7F0237D0: LW A0, 0x0034 (SP)
7F0237D4: SW V0, 0x0030 (SP)
7F0237D8: LW A0, 0x0034 (SP)
7F0237DC: LW A1, 0x0030 (SP)
7F0237E0: JAL 0x0F0234D0
7F0237E4: LHU A2, 0x0014 (S0)
7F0237E8: BEQ V0, R0, 0x7F0238FC
7F0237EC: SW V0, 0x0038 (SP)
7F0237F0: LW V0, 0x005C (SP)
7F0237F4: LWC1 F12,0018 (V0)
7F0237F8: JAL 0x0F05AA30
7F0237FC: LWC1 F14,0020 (V0)
7F023800: SWC1 F0,003C (SP)
7F023804: JAL 0x0F035398
7F023808: LHU A0, 0x000A (S0)
7F02380C: LW A0, 0x0038 (SP)
7F023810: ADDIU A1, SP, 0x0048
7F023814: LW A2, 0x003C (SP)
7F023818: LW A3, 0x0054 (SP)
7F02381C: JAL 0x0F0203B8
7F023820: SW V0, 0x0010 (SP)
7F023824: BEQ V0, R0, 0x7F0238FC
7F023828: OR A0, V0, R0
7F02382C: JAL 0x0F03A4A4
7F023830: SW V0, 0x0044 (SP)
7F023834: JAL 0x0F03A404
7F023838: LW A0, 0x0044 (SP)
7F02383C: LW T4, 0x0044 (SP)
7F023840: LHU T5, 0x0004 (S0)
7F023844: LUI AT, 0x4F80
7F023848: LW V0, 0x0004 (T4)
7F02384C: SH T5, 0x0000 (V0)
7F023850: LHU T6, 0x0010 (S0)
7F023854: MTC1 T6,F4
7F023858: BGEZ T6, 0x7F02386C
7F02385C: CVT.S.W F6,F4
7F023860: MTC1 AT,F8
7F023864: NOP
7F023868: ADD.S F6,F6,F8
7F02386C: LUI AT, 0x447A
7F023870: MTC1 AT,F10
7F023874: LUI AT, 0x4F80
7F023878: DIV.S F16,F6,F10
7F02387C: SWC1 F16,00EC (V0)
7F023880: LHU T7, 0x0012 (S0)
7F023884: MTC1 T7,F18
7F023888: BGEZ T7, 0x7F02389C
7F02388C: CVT.S.W F4,F18
7F023890: MTC1 AT,F8
7F023894: NOP
7F023898: ADD.S F4,F4,F8
7F02389C: SWC1 F4,00D0 (V0)
7F0238A0: LHU T8, 0x000C (S0)
7F0238A4: SH T8, 0x0114 (V0)
7F0238A8: LHU T9, 0x000E (S0)
7F0238AC: SH T9, 0x0116 (V0)
7F0238B0: LW T0, 0x0030 (SP)
7F0238B4: SB T0, 0x0006 (V0)
7F0238B8: LW T1, 0x0034 (SP)
7F0238BC: SB T1, 0x000F (V0)
7F0238C0: LHU V1, 0x0014 (S0)
7F0238C4: ANDI T2, V1, 0x0004
7F0238C8: *BEQ T2,R0,+4
7F0238D0: LW T3, 0x0014 (V0)
7F0238D4: ORI T4, T3, 0x0002
7F0238D8: SW T4, 0x0014 (V0)
7F0238DC: LHU V1, 0x0014 (S0)
7F0238E0: ANDI T5, V1, 0x0008 +4
7F0238E4: *BEQ T5,R0,+3
7F0238EC: LW T6, 0x0014 (V0)
7F0238F0: ORI T7, T6, 0x0010
7F0238F4: SW T7, 0x0014 (V0)
7F0238F8: SW V0, 0x0018 (S0) +3
7F0238FC: LW RA, 0x0024 (SP)
7F023900: LW S0, 0x0020 (SP)
//don't move this one
7F023908: JR RA
7F023904: *ADDIU SP, SP, 0x0060
@@ -1,51 +0,0 @@
7F000A00 35530 expand animation table entries (animation source at ROM 0x124AC0)
accepts: A0=p->list of animation table entries
LW V1,0000 (A0)
LUI A2,8007
OR V0,A0,R0 ;V0=A0: p->
BEQ V1,R0,7F000A6C
ADDIU A2,A2,9538 ;A2=80069538
LW V1,0000 (A0)
ADDIU A1,R0,0001 ;A1=1: default animation value
//7F000A1C:
BEQL A1,V1,7F000A58 ;branch if entry 1
LW V1,0004 (V0)
LW T6,0000 (A2) ;T6=80069538: p->animation table
ADDU T7,V1,T6
SW T7,0000 (V0)
LW T9,0000 (A2) ;T9=80069538: p->animation table
LW T8,0008 (T7)
ADDU T0,T8,T9
SW T0,0008 (T7)
LW V1,0000 (V0)
LW T2,0000 (A2) ;T2=80069538: p->animation table
LW T1,0010 (V1)
ADDU T3,T1,T2
SW T3,0010 (V1)
//7F000A54:
LW V1,0004 (V0)
ADDIU V0,V0,0004 ;V0+=4: next entry
BNE V1,R0,7F000A1C ;loop while more entries in table
NOP
OR V0,A0,R0 ;V0=A0: p->
LW V1,0000 (A0)
//7F000A6C:
BEQ V1,R0,7F000AA4 ;return if end of table
ADDIU A1,R0,0001 ;A1=1
LUI A0,0012
ADDIU A0,A0,4AC0 ;A0=0x124AC0
LW V1,0000 (V0)
//7F000A80: generate ROM offsets if not 1
BEQL A1,V1,7F000A98 ;branch if 1
LW V1,0004 (V0)
LW T4,0000 (V1) ;T4=V0+0: offset
ADDU T5,T4,A0 ;T5=T4+0x124AC0:
SW T5,0000 (V1) ;@V1+=0x124AC0: offset->ROM address
//7F000A94:
LW V1,0004 (V0)
ADDIU V0,V0,0004 ;V0+=4: next entry
BNE V1,R0,7F000A80 ;loop while more data in table
NOP
//7F000AA4: return
JR RA
NOP
@@ -1,48 +0,0 @@
7F000AAC 355DC allocate, load, and expand animation tables
ADDIU SP,SP,FFE0
SW RA,0014 (SP)
LUI A0,8007
LUI A1,8007
ADDIU A1,A1,9518 ;A1=80069518:
ADDIU A0,A0,9440 ;A0=80069440:
JAL 7000D6D0
ADDIU A2,R0,0008
//7F000ACC:
LUI A0,8003
LUI A1,8007
LUI A2,8007
ADDIU A2,A2,9458 ;A2-80069458:
ADDIU A1,A1,9440 ;A1=80069440:
JAL 7F0009E0
ADDIU A0,A0,9D60 ;A0=80029D60
//7F000AE8: allocate animation table
LUI T6,0001
LUI T7,0000
ADDIU T7,T7,0000
ADDIU T6,T6,E7E0
SUBU A2,T6,T7 ;A2= E7E0 - 0
OR A0,A2,R0 ;A0=size
SW A2,0018 (SP)
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
ADDIU A1,R0,0006 ;A1=6
//7F000B0C: load the animations to rdram
LUI V1,8007
ADDIU V1,V1,9538
LUI A1,0029
SW V0,0000 (V1) ;V0->80069538: p->animation table
LW A2,0018 (SP) ;A2= E7E0: size
ADDIU A1,A1,E980 ;A1= 28E980
JAL 70005C1C ;read A2 bytes from hardware A1 to rdram A0
OR A0,V0,R0 ;A0=p->animation table
//7F000B2C: expand both animation tables
LUI A0,8003
JAL 7F000A00 ;expand animation table A0's entries
ADDIU A0,A0,9D6C ;A0=80029D6C: offset table for animations
LUI A0,8003
JAL 7F000A00 ;expand animation table A0's entries
ADDIU A0,A0,A04C ;A0=8002A04C: offset table for final animations
//7F000B44: return
LW RA,0014 (SP)
ADDIU SP,SP,0020
JR RA
NOP
@@ -1,37 +0,0 @@
First 0x10 appears to be a sort of header
offsets 4018 4070 40D4 4144 4298 42C8
size 58 64 70 154 30 BC
0x0 1 [7] [8] [6] [7] [0] [8]
0x1 1 [0] [0] [0] [0] [0] [0]
0x2 2 [040A] [041C] [041F] [0415] [0000] [03DA]
0x4 2 [C] [C] [A] [C] [0] [A]
0x6 2 [0600] [0600] [0500] [0700] [0000] [0400]
0x8 2 [AF] [73] [36] [1F] [0] [2]
0xA 2 [12] [12] [F] [13] [0] [E]
0xC 4 [0] [0] [0] [0] [0] [0]
Last 0x1C appears to be a sort of tail
offsets 4018 4070 40D4 4144 4298 42C8
size 58 64 70 154 30 BC
datasize 2B 36 42 126 4 90
0x0 2 [5] [5] [5] [5] [5] [5]
0x2 2 [3CE0] [41EC] [484C] [5198] [7788] [8278]
0x4 2 [13] [18] [23] [7C] [3C] [52]
0x6 2 [0C01] [0C01] [0C01] [0C00] [0C00] [0C00]
0x8 2 [0] [0] [0] [0] [0] [0]
0xA 2 [402C] [4084] [40E8] [4158] [42AC] [42DC]
0xC 2 [12] [12] [F] [13] [0] [E]
0xE 2 [0220] [0220] [0220] [0220] [0220] [0220]
0x10 2 [0] [0] [0] [0] [0] [0]
0x12 2 [4044] [409C] [4100] [4170] [42C4] [42F4]
0x14 2 [0] [0] [0] [0] [0] [0]
0x16 2 [0400] [0400] [0500] [0] [0200] [0500]
0x18 2 [1] [1] [9] [0] [0] [-3]
0x1A 2 [4] [4] [5] [0] [2] [5]
0xA 2 offset always data+14
0x12 2 offset always data+14+18
NOTE: 4298 has NULL data.
@@ -1,133 +0,0 @@
80036514 selected solo animation
80036518 15788-15818 animations for intro block type 4 0x10 each
potential new format:
0x0 2 anim
0x2 2 start point
0x4 2 run length
0x6 2 rate, * 10000
42BE0000 95 005F
42200000 40 0028
40E00000 7 0007
3CA3D70A 0.02 00C8 (2710) or 0014 (0064)
3F000000 0.5 1388 (2710) or 01F4 (0064)
003D 00F4
0042 0108
0061 0184
0062 0188
0063 018C
0064 0190
0066 0198
0067 019C
00B0 02C0
ani val1 val2 val3*10000
003D 005F FFFF 00C8
0042 0007 0028 1388
0061 0000 FFFF 1388
0062 0000 FFFF 1388
0063 0000 FFFF 1388
0064 0000 FFFF 1388
0066 0000 FFFF 1388
0067 0000 FFFF 1388
00B0 0000 FFFF 1388
reset just prior to parsing the intro block commands:
//7F005A10: SW R0,6514 (AT)
7F005C28: writes value set in intro block command to 80036514 register
//7F07ABBC: 0x use, to load the animation!
LUI T0,8003
LW T0,6514 (T0) T0=80036514: animation register
LUI T2,8003
LUI S0,8008
ADDIU T2,T2,6518 T2=80036518: base address for animations
SLL T1,T0,0x4
ADDIU S0,S0,A0B0 S0=8007A0B0
ADDU V0,T1,T2 V0=address for chosen ani data
LW T5,0000 (S0) T5=cur. playerdata
LWC1 F0,0004 (V0) F0=val1
LUI T4,8007
LW T4,9538 (T4) T4=80069538: pointer to animation binaries
LW T3,0000 (V0) T3=offset to ani
LWC1 F12,0008 (V0) F12=val2
LWC1 F2,000C (V0) F2=val3
MTC1 R0,F10
LW A0,00D4 (T5) A0=player's obj.instance
MFC1 A3,F0 A3=val1
OR A2,R0,R0 A2=0
ADDU A1,T3,T4 A1=pointer to selected ani binary
SWC1 F12,0078 (SP) save val2
SWC1 F2,0010 (SP) save val3
JAL 7F06FCA8
SWC1 F10,0014 (SP) 0->SP+14
+ +
+
+ +
Potential Rewrite
//7F07AB84: 0xAF6B4
14400039 -BNEZ V0,7F07AC6C
3C018003 LUI AT,8003
44806000 -MTC1 R0,F12 F12 must=0
AC2064A4 SW R0,64A4 (AT)
24190001 -ADDIU T9,R0,0001
AC3964A8 SW T9,64A8 (AT)
3C013F80 LUI AT,3F80
0FC20284 JAL 7F080A10
44817000 MTC1 AT,F14
0FC1E73C JAL 7F079CF0 leaves AT at 80050000...
00000000 NOP
//7F07ABB0: 0xAF6E0 use, to load the animation!
3C0A8003 LUI T2,8003
8D496514 LW T1,6514 (T2) T0=80036514: animation register
000948C0 SLL T1,T1,0x3 newsize
012A1021 ADDU V0,T1,T2 V0=address for chosen ani data
844B6518 LH T3,6518 (V0) T3=offset to ani
000B5880 SLL T3,T3,0x2
016A2821 ADDU A1,T3,T2
8CA59D6C LW A1,9D6C (A1)
3C108008 LUI S0,8008
2610A0B0 ADDIU S0,S0,A0B0
8E0D0000 LW T5,0000 (S0) T5=cur. playerdata
8DA400D4 LW A0,00D4 (T5) A0=player's obj.instance
//
8446651E LH A2,651E (V0)
44861000 MTC1 A2,F2 F2=val3 LH A2, MTC1, CVT, DIV, SWC1, and need divisor
C4201A3C LWC1 F0,1A3C (AT) 10000, borrowed from main menu, used in scale division!
468010A0 CVT.S.W F2,F2
46001083 DIV.S F2,F2,F0
//
8447651A LH A3,651A (V0)
44870000 MTC1 A3,F0
E7A20010 SWC1 F2,0010 (SP) save val3
46800020 CVT.S.W F0,F0 F0=val1
44070000 MFC1 A3,F0 A3=val1
//
8446651C LH A2,651C (V0)
44866000 MTC1 A2,F12
00003025 OR A2,R0,R0 A2=0
46806320 CVT.S.W F12,F12
E7AC0078 SWC1 F12,0078 (SP) save val2
//
0FC1BF2A JAL 7F06FCA8
AFA00014 SW R0,0014 (SP) 0->SP+14
44808000 MTC1 R0,F16
C7AC0078 LWC1 F12,0078 (SP)
460C803C C.LT.S F16,F12
00000000 NOP
45000004 BC1F +4
8E0F0000 LW T7,0000 (S0)
//7F07AC3C: 0xAF76C
44056000 -MFC1 A1,F12
0FC1BF7A -JAL 7F06FDE8
8DE400D4 LW A0,00D4 (T7)
@@ -1,43 +0,0 @@
7F000EB8 359E8 allocate and intialize A0 + 10 GUARDdata entries
accepts: A0= #guards
ADDIU T6,A0,000A
SLL T7,T6,0x4
SUBU T7,T7,T6
SLL T7,T7,0x3
SUBU T7,T7,T6
SLL T7,T7,0x2 ;T7= 1DC(A0 + A): space for A0+10 guards
ADDIU SP,SP,FFE8
LUI A2,8003
ADDIU A0,T7,000F
ADDIU A2,A2,CC68
SW RA,0014 (SP)
ORI T8,A0,000F
SW T6,0000 (A2) ;8002CC68 = A0+A: set #guards+10
XORI A0,T8,000F ;A0->nearest quadword boundry
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
ADDIU A1,R0,0004 ;A1= bank 4
//7F000EF8: set pointer to allocated block
LUI A2,8003
ADDIU A2,A2,CC68
LW T0,0000 (A2) ;T0=8002CC68: #guards
LUI A0,8003
ADDIU A0,A0,CC64
SW V0,0000 (A0) ;V0->8002CC64: p->GUARDdata block
BLEZ T0,7F000F40 ;return if no entries, which isn't really possible
OR V1,R0,R0 ;V1=0 init. count
OR V0,R0,R0 ;V0=0 init. offset
//7F000F1C: initialize each entry
LW T1,0000 (A0) ;T1=p->GUARDdata
ADDIU V1,V1,0001 ;V1+=1 count+=1
ADDU T2,T1,V0
SW R0,001C (T2) ;0->GUARDdata+1C: set NULL p->model
LW T3,0000 (A2) ;T3= #guards
ADDIU V0,V0,01DC ;V0+=1DC: next GUARDdata's offset
SLT AT,V1,T3
BNEL AT,R0,7F000F20 ;loop for each entry
LW T1,0000 (A0)
//7F000F40: return
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
@@ -1,234 +0,0 @@
7F0050D0 39C00 initialize current player's BONDdata and statistics
ADDIU SP,SP,FC30
LUI T7,8003
ADDIU T7,T7,A3D0
SW RA,001C (SP)
SW S0,0018 (SP)
ADDIU T0,T7,03A8
ADDIU T6,SP,0024
//7F0050EC: copy 8002A3D0-8002A778 to stack
LW AT,0000 (T7)
ADDIU T7,T7,000C
ADDIU T6,T6,000C
SW AT,FFF4 (T6)
LW AT,FFF8 (T7)
SW AT,FFF8 (T6)
LW AT,FFFC (T7)
BNE T7,T0,7F0050EC
SW AT,FFFC (T6)
//7F005110: allocate a right item buffer
LUI A0,8003
LW A0,245C (A0) ;A0=8003245C: [14820]
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
ADDIU A1,R0,0004 ;A1= bank 4
LUI S0,8008
ADDIU S0,S0,A0B0
LW T1,0000 (S0) ;T1=cur.BONDdata
JAL 7F09A464 ;V0= # players
SW V0,0808 (T1) ;V0->BONDdata+808: right weapon buffer
ADDIU AT,R0,0001
BNE V0,AT,7F005154 ;skip if multiplayer
//7F00513C: allocate a left item buffer
LUI A0,8003
LW A0,2460 (A0) ;A0=80032460: [14820]
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
ADDIU A1,R0,0004 ;A1= bank 4
LW T2,0000 (S0)
SW V0,080C (T2) ;V0->BONDdata+80C: left weapon buffer
//7F005154:
LW T3,0000 (S0)
ADDIU A1,R0,FFFF
ADDIU V1,SP,0024
SW R0,07F8 (T3) ; 0->BONDdata+7F8: 1st person right invisible
LW T4,0000 (S0)
ADDIU T3,V1,03A8
OR V0,R0,R0
SW R0,07FC (T4) ; 0->BONDdata+7FC: 1st person left invisible
LW T5,0000 (S0)
OR T4,V1,R0
SW R0,0800 (T5) ;0->BONDdata+800: NULL item right #
LW T9,0000 (S0)
SW R0,0804 (T9) ;0->BONDdata+804: NULL item left #
LW T8,0000 (S0)
SW A1,2A44 (T8) ;-1->BONDdata+2A44:
LW T0,0000 (S0)
ADDIU T8,V1,03A8
SW A1,2A48 (T0) ;-1->BONDdata+2A48:
LW T7,0000 (S0)
OR T0,V1,R0
LUI V1,8008
SW R0,2A50 (T7) ; 0->BONDdata+2A50: right item model unlocked
LW T6,0000 (S0)
ADDIU V1,V1,A0B4
SW R0,2A54 (T6) ; 0->BONDdata+2A54: left item model unlocked
LW T1,0000 (S0)
//7F0051BC: copy right item controller initialization from buffer to BONDdata
LW AT,0000 (T4)
ADDIU T4,T4,000C
ADDIU T1,T1,000C
SW AT,0864 (T1)
LW AT,FFF8 (T4)
SW AT,0868 (T1)
LW AT,FFFC (T4)
BNE T4,T3,7F0051BC
SW AT,086C (T1)
LW T5,0000 (S0)
//7F0051E4: copy left item controller initialization from buffer to BONDdata
LW AT,0000 (T0)
ADDIU T0,T0,000C
ADDIU T5,T5,000C
SW AT,0C0C (T5)
LW AT,FFF8 (T0)
SW AT,0C10 (T5)
LW AT,FFFC (T0)
BNE T0,T8,7F0051E4
SW AT,0C14 (T5)
//7F005208: initialize inventory
LW T7,0000 (S0)
ADDU T6,T7,V0
ADDIU V0,V0,0004
SLTI AT,V0,0078
BNE AT,R0,7F005208
SW R0,1130 (T6) ; 0->BONDdata+1130 - +11A8
//7F005220: initialize statistics
LW T2,0000 (V1)
ADDIU A0,R0,0003
SLL V0,A0,0x2
SW R0,0000 (T2) ;0->cur.player.stats+0: reset shots fired
LW T3,0000 (V1)
LUI AT,3F80
MTC1 AT,F2
SW R0,0004 (T3) ;0->cur.player.stats+4: reset hits.head
LW T4,0000 (V1)
LUI AT,8005
MTC1 R0,F0
SW R0,0008 (T4) ;0->cur.player.stats+8: reset hits.body
LW T1,0000 (V1)
OR A0,R0,R0 ;A0= right hand
ADDU T9,T1,V0
SW R0,0000 (T9) ;0->cur.player.stats+C: reset hits.leg
LW T8,0000 (V1)
ADDU T0,T8,V0
SW R0,0004 (T0) ;0->cur.player.stats+10: reset hits.weapon
LW T5,0000 (V1)
ADDU T7,T5,V0
SW R0,0008 (T7) ;0->cur.player.stats+14: reset hits.hat
LW T6,0000 (V1)
ADDU T2,T6,V0
SW R0,000C (T2) ;0->cur.player.stats+18: reset hits.objects
LW T3,0000 (V1)
LWC1 F12,F0E0 (AT) ;F12=8004F0E0: 0.9
ADDIU V0,R0,00FF
SW R0,006C (T3) ;0->cur.player.stats+6C: reset civilians killed
LW T4,0000 (V1)
LUI AT,8005
SW R0,001C (T4) ;0->cur.player.stats+1C: reset kill count
LW T1,0000 (V1)
SW R0,0020 (T1) ;0->cur.player.stats+20: MwtGX kills
//7F0052A8:
LW T9,0000 (S0)
SW R0,29D8 (T9) ; 0->BONDdata+29D8: reset #deaths
LW T8,0000 (S0)
SW R0,29DC (T8) ; 0->BONDdata+29DC: reset #suicides
LW T0,0000 (S0)
SWC1 F2,0FC0 (T0) ;1.0->BONDdata+FC0:
LW T5,0000 (S0)
SWC1 F2,0FC4 (T5) ;1.0->BONDdata+FC4:
LW T7,0000 (S0)
ADDIU T5,R0,0001
SW R0,0FC8 (T7) ; 0->BONDdata+FC8:
LW T6,0000 (S0)
SW R0,0FCC (T6) ; 0->BONDdata+FCC:
LW T2,0000 (S0)
SW R0,0FD0 (T2) ; 0->BONDdata+FD0:
LW T3,0000 (S0)
SW R0,0FD4 (T3) ; 0->BONDdata+FD4:
LW T4,0000 (S0)
SW R0,0FD8 (T4) ; 0->BONDdata+FD8:
LW T1,0000 (S0)
SB V0,0FDC (T1) ;-1->BONDdata+FDC:
LW T9,0000 (S0)
SB V0,0FDD (T9) ;-1->BONDdata+FDD:
LW T8,0000 (S0)
SB V0,0FDE (T8) ;-1->BONDdata+FDE:
LW T0,0000 (S0)
SB R0,0FDF (T0) ; 0->BONDdata+FDF:
LW T7,0000 (S0)
SW T5,0FE0 (T7) ; 1->BONDdata+FE0:
LW T6,0000 (S0)
SW R0,0FE4 (T6) ; 0->BONDdata+FE4:
LW T2,0000 (S0)
SWC1 F0,0FE8 (T2) ;0.0->BONDdata+FE8:
LW T3,0000 (S0)
SWC1 F0,0FEC (T3) ;0.O->BONDdata+FEC:
LW T4,0000 (S0)
SWC1 F0,0FF0 (T4) ;0.0->BONDdata+FF0:
LW T1,0000 (S0)
SWC1 F0,0FF4 (T1) ;0.0->BONDdata+FF4:
LW T9,0000 (S0)
SWC1 F12,0FF8 (T9) ;0.9->BONDdata+FF8:
LW T8,0000 (S0)
SWC1 F0,0FFC (T8) ;0.0->BONDdata+FFC:
LW T0,0000 (S0)
SWC1 F0,1000 (T0) ;0.0->BONDdata+1000:
LW T5,0000 (S0)
SWC1 F0,1004 (T5) ;0.0->BONDdata+1004:
LW T7,0000 (S0)
SWC1 F0,1008 (T7) ;0.0->BONDdata+1008:
LW T6,0000 (S0)
SWC1 F12,100C (T6) ;0.9->BONDdata+100C:
LW T2,0000 (S0)
SWC1 F0,1010 (T2) ;0.0->BONDdata+1010:
LW T3,0000 (S0)
LWC1 F4,F0E4 (AT) ;F4=8004F0E4: -Pi
SWC1 F4,1014 (T3) ;-Pi->BONDdata+1014:
LW T4,0000 (S0)
SWC1 F0,1018 (T4) ;0.0->BONDdata+1018:
LW T1,0000 (S0)
SW R0,1060 (T1) ; 0->BONDdata+1060: reset GEkey analyzed used flag
LW T9,0000 (S0)
SW A1,1270 (T9) ;-1->BONDdata+1270:
LW T8,0000 (S0)
SWC1 F0,106C (T8) ;0.0->BONDdata+106C:
LW T0,0000 (S0)
SWC1 F0,1070 (T0) ;0.0->BONDdata+1070:
LW T5,0000 (S0)
SWC1 F0,1074 (T5) ;0.0->BONDdata+1074:
LW T7,0000 (S0)
SW R0,1078 (T7) ; 0->BONDdata+1078:
LW T6,0000 (S0)
SWC1 F0,107C (T6) ;0.0->BONDdata+107C:
LW T2,0000 (S0)
//7F0053CC:
JAL 7F05C980
SWC1 F0,1080 (T2) ;0.0->BONDdata+1080:
JAL 7F05C980
OR A0,R0,R0 ;A0= right hand
JAL 7F05C980
OR A0,R0,R0 ;A0= right hand
JAL 7F05C980
ADDIU A0,R0,0001 ;A0= left hand
JAL 7F05C980
ADDIU A0,R0,0001 ;A0= left hand
JAL 7F05C980
ADDIU A0,R0,0001 ;A0= left hand
//7F0053FC:
LW T3,0000 (S0)
ADDIU T4,R0,0002
LUI AT,8003
SW R0,1064 (T3) ; 0->BONDdata+1064: reset flags
LW T1,0000 (S0)
SW T4,1128 (T1) ; 2->BONDdata+1128: reset more flags
LW T9,0000 (S0)
LWC1 F6,2C38 (AT) ;F6=80032C38: item 11+34: sniper rifle zoom
LUI AT,8003
SWC1 F6,1084 (T9) ;zoom->BONDdata+1084: sniper zoom
LW T8,0000 (S0)
LWC1 F8,36B8 (AT) ;F8=800336B8: item 29+34: camera zoom
SWC1 F8,1088 (T8) ;zoom->BONDdata+1088: camera zoom
//7F005430: return
LW RA,001C (SP)
LW S0,0018 (SP)
ADDIU SP,SP,03D0
JR RA
NOP
@@ -1,29 +0,0 @@
7F00625C 3AD8C allocate and initialize 0x1E + A0 inventory entries for cur. player
accepts: A0= #additional inventory entries
LUI V0,8008
ADDIU V0,V0,A0B0
LW T7,0000 (V0) ;T7=cur.BONDdata
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
ADDIU T6,A0,001E
SW T6,11E8 (T7) ;T6->BONDdata+11E8: max inventory items
LW T8,0000 (V0)
ADDIU A1,R0,0004 ;A1= bank 4
LW A0,11E8 (T8) ;A0=items.max
SLL T9,A0,0x2
ADDU T9,T9,A0
SLL T9,T9,0x2
ADDIU A0,T9,000F
ORI T0,A0,000F
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
XORI A0,T0,000F ;A0= 14*items.max
//7F0062A0: initialize player inventory
LUI T2,8008
LW T2,A0B0 (T2)
JAL 7F08BFF0 ;reinitialize player inventory
SW V0,11E4 (T2) ;V0->BONDdata+11E4: items.Pcur
//7F0062B0: return
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
@@ -1,346 +0,0 @@
7F0793EC ADF1C initialize playerdata
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
JAL 7F09A464 ;V0=#players
NOP
SLTI AT,V0,0002
BNEZ AT,7F07943C ;branch if solo
NOP
//7F079408: multiplayer only...
JAL 7F09B150 ;V0=cur.player#
NOP
JAL 7F0100BC ;V0= player A0's control style
OR A0,V0,R0 ;A0=V0: player#
LUI V1,8008
ADDIU V1,V1,A0B0
LW T6,0000 (V1) ;T6=8007A0B0: cur.player data pointer
JAL 7F09B150 ;V0=cur.player#
SW V0,0430 (T6) ;cur.player+430: control style
JAL 7F0100BC ;V0= player A0's control style
OR A0,V0,R0 ;A0=V0: player#
JAL 7F0A4DD0 ;set control style A0 to current playerdata
OR A0,V0,R0 ;A0=V0: control style
//7F07943C:
LUI V1,8008
ADDIU V1,V1,A0B0
MTC1 R0,F0 ;F0=0
LW T7,0000 (V1) ;T7=8007A0B0: cur.BONDdata pointer
LUI AT,3F80
MTC1 AT,F2 ;F2=1.0 [3F800000]
SWC1 F0,0038 (T7) ;BONDdata+38= 0.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
ADDIU A3,R0,0002 ;A3=2
ADDIU A1,R0,0001 ;A1=1
SWC1 F0,003C (T8) ;BONDdata+3C= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
ADDIU A2,R0,FFFF ;A2=-1
LUI AT,C080
SWC1 F0,0040 (T9) ;BONDdata+40= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
MTC1 AT,F4 ;F4=-4.0 [C0800000]
LUI AT,43B4
SWC1 F0,0044 (T0) ;BONDdata+44= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F0,0048 (T1) ;BONDdata+48= 0.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SWC1 F0,004C (T2) ;BONDdata+4C= 0.0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,0050 (T3) ;BONDdata+50= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F0,0054 (T4) ;BONDdata+54= 0.0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SWC1 F0,0058 (T5) ;BONDdata+58= 0.0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SW R0,0000 (T6) ;BONDdata+0= 0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SWC1 F0,0004 (T7) ;BONDdata+4= 0.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SWC1 F0,0008 (T8) ;BONDdata+8= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,000C (T9) ;BONDdata+C= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F0,0010 (T0) ;BONDdata+10= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F0,0014 (T1) ;BONDdata+14= 0.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SWC1 F2,0018 (T2) ;BONDdata+18= 1.0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,001C (T3) ;BONDdata+1C= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F2,0020 (T4) ;BONDdata+20= 1.0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SWC1 F0,0024 (T5) ;BONDdata+24= 0.0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SWC1 F0,0028 (T6) ;BONDdata+28= 0.0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SWC1 F0,002C (T7) ;BONDdata+2C= 0.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SWC1 F0,0030 (T8) ;BONDdata+30= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SW R0,0034 (T9) ;BONDdata+34= 0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F0,03C4 (T0) ;BONDdata+3C4= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F0,03C8 (T1) ;BONDdata+3C8= 0.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SWC1 F2,03CC (T2) ;BONDdata+3CC= 1.0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,0084 (T3) ;BONDdata+84= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F0,0088 (T4) ;BONDdata+88= 0.0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW R0,008C (T5) ;BONDdata+8C= 0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SWC1 F0,0090 (T6) ;BONDdata+90= 0.0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SW R0,0094 (T7) ;BONDdata+94= 0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SWC1 F0,0098 (T8) ;BONDdata+98= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,1274 (T9) ;BONDdata+1274= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F0,1278 (T0) ;BONDdata+1278= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F0,127C (T1) ;BONDdata+127C= 0.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW A3,009C (T2) ;BONDdata+9C= 2
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SW A3,29FC (T3) ;BONDdata+29FC= 2
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F0,00A0 (T4) ;BONDdata+A0= 0.0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SWC1 F0,00A4 (T5) ;BONDdata+A4= 0.0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SW A1,00AC (T6) ;BONDdata+AC= 1
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SW R0,00D0 (T7) ;BONDdata+D0= 0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SW R0,00D8 (T8) ;BONDdata+D8= 0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F2,00DC (T9) ;BONDdata+DC= 1.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F0,00E0 (T0) ;BONDdata+E0= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F2,00E4 (T1) ;BONDdata+E4= 1.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SWC1 F0,00E8 (T2) ;BONDdata+E8= 0.0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F2,00EC (T3) ;BONDdata+EC= 1.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F0,00F0 (T4) ;BONDdata+F0= 0.0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW A2,00F4 (T5) ;BONDdata+F4= -1
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SW A2,00F8 (T6) ;BONDdata+F8= -1
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SW R0,01C0 (T7) ;BONDdata+1C0= 0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SW R0,01C4 (T8) ;BONDdata+1C4= 0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SW R0,01C8 (T9) ;BONDdata+1C8= 0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SW A1,01CC (T0) ;BONDdata+1CC= 1
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SW R0,01D0 (T1) ;BONDdata+1D0= 0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW R0,01A0 (T2) ;BONDdata+1A0= 0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,019C (T3) ;BONDdata+19C= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F0,014C (T4) ;BONDdata+14C= 0,0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SWC1 F2,0150 (T5) ;BONDdata+150= 1.0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SWC1 F0,0154 (T6) ;BONDdata+154= 0.0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SWC1 F4,0158 (T7) ;BONDdata+158= -4.0
//7F079650:
LW A0,0000 (V1) ;A0=p->cur.BONDdata
LWC1 F6,0158 (A0) ;F6=-4.0
SWC1 F6,015C (A0) ;BONDdata+15C= -4.0
LW A0,0000 (V1) ;A0=p->cur.BONDdata
LWC1 F12,015C (A0) ;F12= -4.0
C.LT.S F12,F0
NOP
BC1FL 7F07968C ;branch if -4.0 >= 0.0, which it never will be...
SWC1 F0,0160 (A0)
MTC1 AT,F8 ;F8=360.0 [43B40000]
NOP
ADD.S F10,F12,F8 ;F10=-4.0 + 360.0: 356.0
SWC1 F10,015C (A0) ;BONDdata+15C= 356.0 [43B20000]
LW A0,0000 (V1) ;A0=p->cur.BONDdata
//7F079688:
SWC1 F0,0160 (A0) ;BONDdata+160=0.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
ADDIU V0,R0,00FF ;V0=FF
LUI AT,BF80
SWC1 F2,0164 (T8) ;BONDdata+164= 1.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
MTC1 AT,F12 ;F12=-1 [BF800000]
LUI AT,4170
SWC1 F0,0168 (T9) ;BONDdata+168= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
MTC1 AT,F16 ;F16=15.0 [41700000]
SWC1 F0,016C (T0) ;BONDdata+16C= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F0,0170 (T1) ;BONDdata+170= 0.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SWC1 F0,0174 (T2) ;BONDdata+174= 0.0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,2A4C (T3) ;BONDdata+2A4C= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SWC1 F2,0178 (T4) ;BONDdata+178= 1.0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW R0,017C (T5) ;BONDdata+17C= 0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SWC1 F0,0180 (T6) ;BONDdata+180= 0.0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SWC1 F0,0184 (T7) ;BONDdata+184= 0.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SWC1 F0,0188 (T8) ;BONDdata+188= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SW R0,0104 (T9) ;BONDdata+104= 0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SW R0,0108 (T0) ;BONDdata+108= 0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SW R0,010C (T1) ;BONDdata+10C= 0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW R0,0110 (T2) ;BONDdata+110= 0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SW A1,0114 (T3) ;BONDdata+114= 1
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SW A1,0118 (T4) ;BONDdata+118= 1
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW R0,011C (T5) ;BONDdata+11C= 0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SW A1,0120 (T6) ;BONDdata+120= 1
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SW R0,0124 (T7) ;BONDdata+124= 0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SW A1,0128 (T8) ;BONDdata+128= 1
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,012C (T9) ;BONDdata+12C= 0.O
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SW R0,0130 (T0) ;BONDdata+130= 0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SW A2,0134 (T1) ;BONDdata+134=-1
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW A1,0138 (T2) ;BONDdata+138= 1
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,013C (T3) ;BONDdata+13C= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SW R0,0140 (T4) ;BONDdata+140= 0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW A2,0144 (T5) ;BONDdata+144=-1
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SW V0,03D0 (T6) ;BONDdata+3D0= FF
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SW V0,03D4 (T7) ;BONDdata+3D4= FF
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SW V0,03D8 (T8) ;BONDdata+3D8= FF
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,03DC (T9) ;BONDdata+3DC= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F12,03E0 (T0) ;BONDdata+3E0=-1.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F12,03E4 (T1) ;BONDdata+3E4=-1.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW V0,03E8 (T2) ;BONDdata+3E8= FF
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SW V0,03EC (T3) ;BONDdata+3EC= FF
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SW V0,03F0 (T4) ;BONDdata+3F0= FF
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW V0,03F4 (T5) ;BONDdata+3F4= FF
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SW V0,03F8 (T6) ;BONDdata+3F8= FF
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SW V0,03FC (T7) ;BONDdata+3FC= FF
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SWC1 F0,0400 (T8) ;BONDdata+400= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,0404 (T9) ;BONDdata+404= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F12,018C (T0) ;BONDdata+18C=-1.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SWC1 F12,0190 (T1) ;BONDdata+190=-1.0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SWC1 F0,0194 (T2) ;BONDdata+194= 0.0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,0198 (T3) ;BONDdata+198= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SW A3,042C (T4) ;BONDdata+42C= 2
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SW R0,0430 (T5) ;BONDdata+430= 0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SWC1 F0,0204 (T6) ;BONDdata+204= 0.0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SWC1 F0,0208 (T7) ;BONDdata+208= 0.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SWC1 F0,020C (T8) ;BONDdata+20C= 0.0
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,0210 (T9) ;BONDdata+210= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F0,0214 (T0) ;BONDdata+214= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SW R0,0218 (T1) ;BONDdata+218= 0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW R0,0220 (T2) ;BONDdata+220= 0
LW T3,0000 (V1) ;T3=p->cur.BONDdata
SWC1 F0,0224 (T3) ;BONDdata+224= 0.0
LW T4,0000 (V1) ;T4=p->cur.BONDdata
SW R0,0200 (T4) ;BONDdata+200= 0
LW T5,0000 (V1) ;T5=p->cur.BONDdata
SH R0,03B4 (T5) ;BONDdata+3B4= 0
LW T6,0000 (V1) ;T6=p->cur.BONDdata
SH R0,03B6 (T6) ;BONDdata+3B6= 0
LW T7,0000 (V1) ;T7=p->cur.BONDdata
SWC1 F16,29C0 (T7) ;BONDdata+29C0= 15.0
LW T8,0000 (V1) ;T8=p->cur.BONDdata
SH A2,2A04 (T8) ;BONDdata+2A04=-1
LW T9,0000 (V1) ;T9=p->cur.BONDdata
SWC1 F0,2A08 (T9) ;BONDdata+2A08= 0.0
LW T0,0000 (V1) ;T0=p->cur.BONDdata
SWC1 F0,2A0C (T0) ;BONDdata+2A0C= 0.0
LW T1,0000 (V1) ;T1=p->cur.BONDdata
SW R0,2A6C (T1) ;BONDdata+2A6C= 0
LW T2,0000 (V1) ;T2=p->cur.BONDdata
SW R0,2A70 (T2) ;BONDdata+2A70= 0
//7F0798A8: return
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
+_+
7F0A4DD0 D9900 set control style A0 to current playerdata
accepts: A0=control style
fries: V0,V1,T0,T1,T2,T3,T4,T6,T7,T8,T9,F4,F6
LUI V1,8008
ADDIU V1,V1,A0B0
LW T6,0000 (V1) ;T6=cur.BONDdata
MTC1 A0,F4
LUI T9,8005
SW A0,2A58 (T6) ;BONDdata+2A58= style
LW T7,0000 (V1) ;T7=cur.BONDdata
CVT.S.W F6,F4 ;F6=(float) style
ADDIU V0,R0,000A
SW A0,2A5C (T7) ;BONDdata+2A5C= style
LW T8,0000 (V1) ;T8=cur.BONDdata
SWC1 F6,2A60 (T8) ;BONDdata+2A60= (float) style
LB T9,84D0 (T9) ;T9=800484D0: selected language
BLEZ T9,+3 ;if english-ish, V0=A
NOP
BEQ R0,R0,+1 ;if japanese-ish, V0=E
ADDIU V0,R0,000E
//
MULTU V0,A0
LW T2,0000 (V1) ;T2=cur.BONDdata
ADDIU T3,R0,0001
MFLO T0 ;T0=style * language vertical spacing
SUBU T1,R0,T0 ;T1=0-spacing
SW T1,2A64 (T2) ;BONDdata+2A64= vertical spacing to entry
LW T4,0000 (V1) ;T4=cur.BONDdata
JR RA
SW T3,2A68 (T4) ;BONDdata+2A68=1:
@@ -1,225 +0,0 @@
800364D8 0x15748 12 longs, probably offsets
most likely death animations
//7F006160: determine number of entries, save to 8003650C
LUI A0,8003
ADDIU A0,A0,64D8
SLL T0,R0,0x2
ADDU T1,A0,T0
LW T3,0000 (T1) ;T3=800364D8: 000030B8, first of values
LUI V1,8003
ADDIU V1,V1,650C
SW R0,0000 (V1) ;0->8003650C: counter of values
BEQ T3,R0,7F0061A8
OR V0,R0,R0 ;V0=counter
ADDIU T4,V0,0001
//7F00618C:
SLL T2,T4,0x2
ADDU T9,A0,T2
LW T5,0000 (T9) ;retrieve value
SW T4,0000 (V1) ;save running total
OR V0,T4,R0
BNEL T5,R0,7F00618C ;keep indexing
ADDIU T4,V0,0001
//7F0061A8:
Used here when blowing a player up in multiplayer. Recalls a random entry
7F080B34: recall and use player death animation, or something like that
...
//7F080BC4:
JAL 7000A450 ;ret. V0=rand
SW V0,0044 (SP)
LUI T9,8003
LW T9,650C (T9) ;#entries
LW T8,0044 (SP)
LUI T2,8003
LUI T3,8007
DIVU T8,T9
MFHI T0
SLL T1,T0,0x2 ;T0=random entry in range
ADDU T2,T2,T1
LW T2,64D8 (T2) ;load the animation offset
LW T3,9538 (T3) ;T3=80069538: p->animation binaries
MFC1 A2,F20
BNEZ T9,7F080C08
NOP
BREAK
ANDI A1,V0,0001
LUI A3,3F80
JAL 7F08EA48
ADDU A0,T2,T3 ;final animation value
//7F08B3AC:
LUI A3,8003
LW A3,650C (A3) ;A3=#ani
OR A1,R0,R0
OR S0,R0,R0
BLEZ A3,7F08B400 ;skip if stupid
LUI T9,8003
ADDIU V0,T9,64D8 ;V0=800364D8: base for ani table
LUI V1,8007
SLL T1,A3,0x2 ;T1=entry -> offset
ADDU A0,T1,V0 ;A0=entry
LW V1,9538 (V1)
LW A2,1284 (T0) ;A2=player's cur animation; T0=playerdata
LW T2,0000 (V0)
//7F08B3E0:
ADDIU V0,V0,0004 ;span the list, looking for a hit
SLTU AT,V0,A0
ADDU T3,T2,V1
BNE A2,T3,7F08B3F8
NOP
ADDIU A1,R0,0001
//7F08B3F8:
BNEL AT,R0,7F08B3E0
LW T2,0000 (V0)
//7F08B400:
BEQ A1,R0,7F08B418
LUI AT,3F00
LW A2,1284 (T0)
MTC1 AT,F12
BEQ R0,R0,7F08B470
SW A2,009C (SP)
//7F08B418:
JAL 7000A450
SWC1 F2,0094 (SP)
LUI T4,8003
LW T4,650C (T4)
LUI T7,8003
LUI T8,8007
DIVU V0,T4
MFHI T5
SLL T6,T5,0x2
ADDU T7,T7,T6
LW T7,64D8 (T7)
LW T8,9538 (T8)
LW T0,0000 (S1)
LUI AT,3F00
ADDU T1,T7,T8
SW T1,009C (SP)
MTC1 AT,F12
LWC1 F2,0094 (SP)
BNEZ T4,7F08B46C
NOP
BREAK
LW A2,1284 (T0)
MTC1 R0,F14
NOP
SWC1 F14,008C (SP)
BEQ R0,R0,7F08B858
SWC1 F14,0088 (SP)
[minor edit so they use less and follow 0A method]
000030B8 001A
000031DC 001B
000032C8 001C
000033AC 001D
000034D4 001E
000035C8 001F
000036D8 0020
0000384C 0021
000039C0 0022
00003AF0 0023
00003C10 0024
00003D04 0025
!REVISED!
//7F006168: 0x3AC98
00004040 *SLL T0,R0,0x1
-
852B0000 *LH T3,0000 (T1)
//7F00618C: 0x3ACBC
000C5040 *SLL T2,T4,0x1
-
85EF0000 *LH T5,0000 (T9) ;retrieve value
//7F080BC4: 0xB56F4
-JAL 7000A450 ;ret. V0=rand
-SW V0,0044 (SP)
-LUI T9,8003
-LW T9,650C (T9) #entries
-LW T8,0044 (SP)
-LUI T2,8003
3C0B8003 *LUI T3,8003
53200003 BEQL T9,R0,+3
00004025 OR T0,R0,R0
0319001B DIVU T8,T9
00004010 MFHI T0
00084840 *SLL T1,T0,0x1 ;T0=random entry in range
01495021 ADDU T2,T2,T1
854A64D8 *LH T2,64D8 (T2) ;load the animation offset
000A5080 +SLL T2,T2,0x2
014B2021 ADDU A0,T2,T3 ;final animation value
4406A000 MFC1 A2,F20
-ANDI A1,V0,0001
-LUI A3,3F80
-JAL 7F08EA48
8C849D6C LW A0,9D6C (A0) ;T3=table of animation binary pointers
//7F08B3AC: 0xBFEDC
LUI A3,8003
LW A3,650C (A3) ;A3=8003650C+offset: #ani
OR A1,R0,R0
OR S0,R0,R0
BLEZ A3,7F08B400 ;skip if stupid
LUI T9,8003
ADDIU V0,T9,64D8 ;V0=800364D8: base for ani table
//7F08B3C8: 0xBFEF8
00074840 *SLL T1,A3,0x1 ;T1=entry -> offset
01222021 ADDU A0,T1,V0 ;A0=entry
27239D6C *ADDIU V1,9D6C (T9) ;V1=80029D6C: pointers to animation binaries
8D061284 LW A2,1284 (T0) ;T0=cur playerdata
844A0000 *LH T2,0000 (V0) ;T2=ani #
//7F08B3DC: 0xBFF0C
000A5080 *SLL T2,T2,0x2
*ADDIU V0,V0,0002
-SLTU AT,V0,A0
-ADDU T3,T2,V1
8D6B0000 *LW T3,0000 (T3)
50CB0001 *BEQL A2,T3,7F08B3F8
-ADDIU A1,R0,0001
//7F08B3F8: 0xBFF28
5420FFF8 *BNEL AT,R0,7F08B3DC
844A0000 *LH T2,0000 (V0)
//7F08B400:
BEQ A1,R0,7F08B418
LUI AT,3F00
LW A2,1284 (T0)
MTC1 AT,F12
BEQ R0,R0,7F08B470
SW A2,009C (SP)
//7F08B418: 0xBFF48
JAL 7000A450
SWC1 F2,0094 (SP)
3C188003 *LUI T8,8003
8F0C650C *LW T4,650C (T8)
59800003 *BLEZL T4,+3
00006825 *OR T5,R0,R0
004C001B -DIVU V0,T4
00006810 -MFHI T5
000D7040 *SLL T6,T5,0x1 ;offset in table
030E7821 *ADDU T7,T8,T6
85EF64D8 *LH T7,64D8 (T7) ;T7=ani#
000F7880 *SLL T7,T7,0x2
8E280000 -LW T0,0000 (S1) ;T0=specific playerdata
3C013F00 -LUI AT,3F00
01F84821 -ADDU T1,T7,T8
8D299D6C *LW T1,9D6C (T1) ;80029D6C+
AFA9009C SW T1,009C (SP)
44816000 MTC1 AT,F12
C7A20094 LWC1 F2,0094 (SP)
00000000 -NOP
00000000 *NOP
LW A2,1284 (T0)
MTC1 R0,F14
NOP
SWC1 F14,008C (SP)
BEQ R0,R0,7F08B858
SWC1 F14,0088 (SP)
@@ -1,238 +0,0 @@
cuff value pulled from setup in 7F005C3C
stored to player data +0x41C
summary of below.
Note that the characters below were identified from the various hand models. The list should be accurate.
Also, although model numbers differ, heads 4A, 4B, 4C are identical. 4D is unused
Cuff 0 Blue suit (default values when not otherwise set)
body: 0xAE8C7 default: 17
head: 0xAE8CB default: 4B
Cuff 1 Brosnan (mp)
body: 0xAE957 default: 05
head: 0xAEA3F default: 4E
Cuff 2 Jungle camo
body: 0xAE93F default: 18
head: 0xAEA33 default: 4C
Cuff 3 Boiler suit
body: 0xAE933 default: 16
head: 0xAEA27 default: 4A
Cuff 4 Snowsuit
body: 0xAE94B default: 19
head: 0xAE8CB default: 4B [shared with bluesuit]
Cuff 5 Connery
body: 0xAE963 default: 05
head: 0xAEA4B default: 4E
Cuff 6 Moore
body: 0xAE96F default: 05
head: 0xAEA57 default: 4E
Cuff 7 Dalton
body: 0xAE97B default: 05
head: 0xAEA63 default: 4E
Cuff 8 Variable Bonds
body: 0xAE98B default: 05
head: 0xAEA6F default: 4E
Patch to allow snowsuit it's own head entry:
AEA24:
100000xx BEQ R0,R0,
240D004A ADDIU T5,R0,004A
//+4 to normal address
100000xx BEQ R0,R0,
240D004C ADDIU T5,R0,004C
//new snowsuit
100000xx BEQ R0,R0,
240D004B ADDIU T5,R0,004B
//change registers for entry only
0xA3AED 0D
0xAEA45
AD
RESULT:
AEA24 000E 10000006 240D004A 10000004 240D
AEA37 0007 02240D00 4B240D
AEA45 0001 AD
in 21990:
change entry 2 to 7F079EFC, entry 4 to 7F079F04
34282
0002 9EFC
3428B 0001 04
-----------
note: bluesuit is default; values initilaized at 7F079D94 (body, head)
recalled @ 7F079DD4:
LUI T7,8008
LW T7,A0B0 (T7)
LW V1,041C (T7) //cuff for player
SLTIU AT,V1,0009 //must be 0-8
BEQ AT,R0,7F079EA4 //skip recall when invalid
SLL T3,V1,0x2 //T3=cuff->offset
LUI AT,8005
ADDU AT,AT,T3
LW T3,4FE4 (AT) //80054FE4: pull TLB pointer for routine setting body model for each
JR T3
NOP
7F079E00: 3-boiler suit
ADDIU T2,R0,0016
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E0C: 2-jungle bond
ADDIU T2,R0,0018
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E18: 4-snowsuit bond
ADDIU T2,R0,0019
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E24: 1-Brosnan Tux (from multiplayer)
ADDIU T2,R0,0005
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E30: 5-Connery Tux (according to cuff images)
ADDIU T2,R0,0005
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E3C: 6-Moore Tux (according to cuff images)
ADDIU T2,R0,0005
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E48: 7-Dalton Tux (according to cuff images)
ADDIU T2,R0,0005
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
7F079E54: 8-variable bond heads, based off selection on folder screen; defaults to 05/4E
BEQ V0,R0,7F079E88
ADDIU T3,R0,0005
ADDIU AT,R0,0001
BEQ V0,AT,7F079E90 //V0=selected Bond
ADDIU T2,R0,0005
ADDIU AT,R0,0002
BEQ V0,AT,70F79E98
ADDIU T4,R0,0005
ADDIU AT,R0,0003
BEQ V0,AT,7F079EA0
ADDIU T9,R0,0005
BEQ R0,R0,7F079EA4
NOP
//7F079E88:
BEQ R0,R0,7F079EA4
SW T3,0044 (SP)
//7F079E90:
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
//7F079E98:
BEQ R0,R0,7F079EA4
SW T4,0044 (SP)
SW T9,0044 (SP)
7F079EA4:
BEQ V0,R0,7F079ED8 //take branch on solo, setting head
SLTIU AT,V1,0009
//7F079EAC: MP only routine retrieving head based on player number
ADDIU AT,R0,0001
BEQ V0,AT,7F079F48
ADDIU T8,R0,004E //default head - Brosnan Tux
ADDIU AT,R0,0002
BEQ V0,AT,7F079F50
ADDIU T5,R0,004E
ADDIU AT,R0,0003
BEQ V0,AT,7F079F58
ADDIU T6,R0,004E
BEQ R0,R0,7F079F84
NOP
//7F079ED8: pull head using cuff value
BEQ AT,R0,7F079F84
SLL T8,V1,0x2
LUI AT,8005
ADDU AT,AT,T8
LW T8,5008 (AT)
JR T8
NOP
7F079EF4: 3-boiler bond head
ADDIU T5,R0,004A
BEQ R0,R0,7F079F84
SW T5,0040 (SP)
7F079F00: 2-jungle bond head
ADDIU T6,R0,004C
BEQ R0,R0,7F079F84
SW T6,0040 (SP)
7F079F0C: 1-Bronsnan Tux head (from multiplayer)
ADDIU T7,R0,004E
BEQ R0,R0,7F079F84
SW T7,0040 (SP)
7F079F18: 5-Connery Tux head (according to cuff images)
ADDIU T3,R0,004E
BEQ R0,R0,7F079F84
SW T3,0040 (SP)
7F079F24: 6-Moore Tux (according to cuff images)
ADDIU T2,R0,004E
BEQ R0,R0,7F079F84
SW T2,0040 (SP)
7F079F30: 7-Dalton Tux (according to cuff images)
ADDIU T4,R0,004E
BEQ R0,R0,7F079F84
SW T4,0040 (SP)
7F079F3C: 8-Variable Body
ADDIU T9,R0,004E
BEQ R0,R0,7F079F84
SW T9,0040 (SP)
7F079F48: mp player 2
BEQ R0,R0,7F079F84
SW T8,0040 (SP)
//7F079F50: mp player 3
BEQ R0,R0,7F079F84
SW T5,0040 (SP)
//7F079F58: mp player 4
BEQ R0,R0,7F079F84
SW T6,0040 (SP)
//7F079F60: this bugger looks like the routine that pulls specific MP character body/heads
JAL 7F09B150
NOP
JAL 7F0102BC
OR A0,V0,R0
JAL 7F09B150
SW V0,0040 (SP)
JAL 7F01035C
OR A0,V0,R0
SW V0,0044 (SP)
7F079F84:
LUI T7,8003
LW T7,6494 (T7) //CURRENT MODE (intro camera, 1st person, etc)
ADDIU AT,R0,0003 //testing for swirl
BNE T7,AT,7F079FA0
LUI T3,8008
LW T3,99E0 (T3) //800799E0:
SW T3,0048 (SP)
//7F079FA0: think this disables 1st person display
JAL 7F09A464 //V0=#players
NOP
ADDIU AT,R0,0001
BNE V0,AT,7F07A1BC
LW T7,0044 (SP)
JAL 7F05CF5C //clear left gun
ADDIU A0,R0,0001
JAL 7F05CF5C //clear right gun
OR A0,R0,R0
//7F079FC4:
etc...
@@ -1,20 +0,0 @@
Object embedded in 21990: player gait
OBJ TABLE 8003C580 1B7F0:
00 01 0000 8003C5E0 00000000 00000000 00000000 8003C598
00 02 0000 8003C5F0 8003C580 00000000 00000000 8003C5B0
00 02 0000 8003C60C 8003C598 00000000 00000000 8003C5C8
00 02 0000 8003C628 8003C5B0 00000000 00000000 00000000
01 object 8003C5E0 1B850
00000001 8003C598 00000000 00000000
02 position 8003C5F0 1B860 static player position
00000000 00000000 00000000 0001 0002 FFFF FFFF 8003C5B0 00000000
02 position 8003C60C 1B87C x gait
3F96C81D 422493D6 00000000 0002 0003 FFFF FFFF 8003C5C8 00000000
02 position 8003C628 1B898 z gait
C024DDA0 43F036EA 00000000 0003 0000 FFFF FFFF 00000000 00000000
File diff suppressed because it is too large Load Diff
@@ -1,564 +0,0 @@
7F079CF0-7F07A4A0 solo character load
ADDIU SP,SP,FEE8
SW RA,001C (SP)
JAL 7F089EE4
NOP
LUI T6,8008
LW T6,A0B0 (T6)
SWC1 F0,0114 (SP)
LW T7,00A8 (T6)
LW V0,0004 (T7)
BNEL V0,R0,7F07A440
LW T7,001C (V0)
JAL 7F05CF30
OR A0,R0,R0
SW V0,00F0 (SP)
JAL 7F05CF30
ADDIU A0,R0,0001
SW V0,00EC (SP)
SW R0,00E8 (SP)
JAL 7F05CF48
OR A0,R0,R0
SW V0,00E4 (SP)
JAL 7F05CF48
ADIU A0,R0,0001
//7F079D4C: copy a generic 08 PP7 to stack... this section extroneous
LUI T9,8003
ADDIU T9,T9,65AC ;T9=800265AC: a copy of a 08 PP7 object from the 21990 binary
SW V0,00E0 (SP)
ADDIU T4,T9,0084
ADDIU T8,SP,0054
//7F079D60: iterate to copy yo
LW AT,0000 (T9)
ADDIU T9,T9,000C
ADDIU T8,T8,000C
SW AT,FFF4 (T8)
LW AT,FFF8 (T9)
SW AT,FFF8 (T8)
LW AT,FFFC (T9)
BNE T9,T4,7F079D60
SW AT,FFFC (T8)
//7F079D84:
LW AT,0000 (T9)
OR A0,R0,R0 ;A0=right hand
JAL 7F05DA44 ;ret. V0=ammo in wep.
SW AT,0000 (T8)
ADDIU T5,R0,0017 ;default body
ADDIU T6,R0,004B ;default head
LUI A0,8008
SW V0,0048 (SP)
SW T5,0044 (SP)
SW T6,0040 (SP)
SW R0,0038 (SP)
JAL 7F07DE64
LW A0,A0B0 (A0)
JAL 7F09A464 ;returns V0=#players
NOP
ADDIU AT,R0,0001
BNE V0,AT,7F079F60 ;branch if multi!
NOP
JAL 7F01D56C ;WOULD HAVE RETURNED V0=folder#
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
LUI A0,8003
JAL 7F01EBC0
SW A0,0000 (SP)
JR RA
OR V0,R0,R0
LW A0,A8E8 (A0)
LW RA,0014 (SP)
JR RA
NOP
NOP
//7F079DD4: solo bodies
LUI T7,8008
LW T7,A0B0 (T7)
LW V1,041C (T7) ;V1=cuff
SLTIU AT,V1,0009
BEQ AT,R0,7F079EA4 ;skip if not a valid cuff
SLL T3,V1,0x2
LUI AT,8005
ADDU AT,AT,T3
LW T3,4FE4 (AT)
JR T3
NOP
//7F079E00:
ADDIU T2,R0,0016
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
//7F079E0C:
ADDIU T4,R0,0018
BEQ R0,R0,7F079EA4
SW T4,0044 (SP)
//7F079E18:
ADDIU T9,R0,0019
BEQ R0,R0,7F079EA4
SW T9,0044 (SP)
//7F079E24:
ADDIU T8,R0,0005
BEQ R0,R0,7F079EA4
SW T8,0044 (SP)
//7F079E30:
ADDIU T5,R0,0005
BEQ R0,R0,7F079EA4
SW T5,0044 (SP)
//7F079E3C:
ADDIU T6,R0,0005
BEQ R0,R0,7F079EA4
SW T6,0044 (SP)
//7F079E48:
ADDIU T7,R0,0005
BEQ R0,R0,7F079EA4
SW T7,0044 (SP)
//7F079E54: choose one of four bond models!
BEQ V0,R0,7F079E88
ADDIU T3,R0,0005
ADDIU AT,R0,0001
BEQ V0,AT,7F079E90
ADDIU T2,R0,0005
ADDIU AT,R0,0002
BEQ V0,AT,7F079E98
ADDIU T4,R0,0005
ADDIU AT,R0,0003
BEQ V0,AT,7F079EA0
ADDIU T9,R0,0005
BEQ R0,R0,7F079EA4
NOP
//7F079E88:
BEQ R0,R0,7F079EA4
SW T3,0044 (SP)
//7F079E90:
BEQ R0,R0,7F079EA4
SW T2,0044 (SP)
//7F079E98:
BEQ R0,R0,7F079EA4
SW T4,0044 (SP)
//7F079EA0:
SW T9,0044 (SP)
//7F079EA4:
BEQ V0,R0,7F079ED8
SLTIU AT,V1,0009
ADDIU AT,R0,0001
BEQ V0,AT,7F079F48
ADDIU T8,R0,004E
ADDIU AT,R0,0002
BEQ V0,AT,7F079F50
ADDIU T5,R0,004E
ADDIU AT,R0,0003
BEQ V0,AT,7F079F58
ADDIU T6,R0,004E
BEQ R0,R0,F7079F84
NOP
//7F079ED8: solo heads
BEQ AT,R0,7F079F84
SLL T8,V1,0x2
LUI AT,8005
ADDU AT,AT,T8
LW T8,5008 (AT)
JR T8
NOP
//7F079EF4:
ADDIU T5,R0,004A
BEQ R0,R0,7F079F84
SW T5,0040 (SP)
//7F079F00:
ADDIU T6,R0,004C
BEQ R0,R0,7F079F84
SW T6,0040 (SP)
//7F079F0C:
ADDIU T7,R0,004E
BEQ R0,R0,7F079F84
SW T7,0040 (SP)
//7F079F18:
ADDIU T3,R0,004E
BEQ R0,R0,7F079F84
SW T3,0040 (SP)
//7F079F24:
ADDIU T2,R0,004E
BEQ R0,R0,7F079F84
SW T2,0040 (SP)
//7F079F30:
ADDIU T4,R0,004E
BEQ R0,R0,7F079F84
SW T4,0040 (SP)
//7F079F3C:
ADDIU T9,R0,004E
BEQ R0,R0,7F079F84
SW T9,0040 (SP)
//7F079F48:
BEQ R0,R0,7F079F84
SW T8,0040 (SP)
//7F079F50:
BEQ R0,R0,7F079F84
SW T5,0040 (SP)
//7F079F58:
BEQ R0,R0,7F079F84
SW T6,0040 (SP)
//7F079F60: multiplayer bodies/heads
JAL 7F09B150
NOP
JAL 7F01035C
OR A0,V0,R0
JAL 7F09B150
SW V0,0044 (SP)
JAL 7F0102BC
OR A0,V0,R0
SW V0,0040 (SP)
//7F079F84:
LUI T7,8003
LW T7,6494 (T7)
ADDIU AT,R0,0003
BNE T7,AT,7F079FA0
LUI T3,8008
LW T3,99E0 (T3)
SW T3,0048 (SP)
//7F079FA0: load and initialize solo character
JAL 7F09A464 ;ret. V0=#players
NOP
ADDIU AT,R0,0001
BNE V0,AT,7F07A1BC ;branch if multi
LW T7,0044 (SP)
JAL 7F05CF5C ;clear left hand
ADDIU A0,R0,0001
JAL 7F05CF5C ;clear right hand
OR A0,R0,R0
//7F079FC4: copy data for body to playerdata and obj. instance
ADDIU A0,SP,0100
LW A1,00EC (SP)
JAL 7F0CBAF4
ADDU V0,A1,A2
SW A1,0000 (A0) ;??? POINTER
SW V0,0004 (A0) ;??? pointer + 0x14820
SW A1,0008 (A0)
JR RA
SW V0,000C (A0)
LW A2,00E0 (SP)
JAL 7F05CF18 ;returns V0=address of one of the obj.headers
LUI T6,8008
LW T6,A0B0 (T6)
SLL T7,A0,0x5
ADDU V0,T6,T7
JR RA
ADDIU V0,V0,0810
OR A0,R0,R0
LW T2,0044 (SP) ;T2=body
//7F079FE0:
LUI T9,8004
ADDIU T9,T9,DE10
SLL T4,T2,0x2 ;change to SLL, T4,T2,0x1 for mini table
ADDU T4,T4,T2
SLL T4,T4,0x2
ADDU V1,T4,T9
LW T8,0000 (V1) ;T8=body obj.header
SW V0,00FC (SP)
ADDIU T3,SP,0100
LW AT,0000 (T8) ;copy obj.header to 0x810 in playerdata!
OR A0,V0,R0
SW AT,0000 (V0)
LW T7,0004 (T8)
SW T7,0004 (V0)
LW AT,0008 (T8)
SW AT,0008 (V0)
LW T7,000C (T8)
SW T7,000C (V0)
LW AT,0010 (T8)
SW AT,0010 (V0)
LW T7,0014 (T8)
SW T7,0014 (V0)
LW AT,0018 (T8)
SW AT,0018 (V0)
LW T7,001C (T8)
SW T7,001C (V0)
SW V1,0028 (SP) ;save body's table entry pointer
SW T3,0010 (SP) ;save SP+0x100
//7F07A050: prep the object for load, filling header and such
LW A3,00E4 (SP) ;0x14820, same as SP+0xE0. could be a memory total...
LW A2,00F0 (SP) ;immediately after an object, so pointer to next, or instance?
JAL 7F0764A4 ;loads object and fills in the header data
LW A1,0004 (V1) ;A1=body's string pointer
LW V1,0028 (SP) ;V1=body's table entry pointer
JAL 7F0BD188 ;please pretty please tell me this isn't the decompressor...
LW A0,0004 (V1) ;A0=body's string pointer
//7F07A06C: copy data for body to playerdata and obj. instance
LW T5,0040 (SP) ;T5=head#
LUI T7,8004
ADDIU T7,T7,DE10
SLL T8,T5,0x2 ;for smaller table change to SLL T8,T5,0x1
ADDU T8,T8,T5
SLL T8,T8,0x2
ADDU V1,T8,T7
LW T3,0000 (V1) ;T3=head's obj.header
ADDIU T0,V0,003F ;T0=V0+0x3F V0=size of last model+0x3F - here, body
LW T1,00F0 (SP) ;T1=pointer to body's model in rdram
ORI T2,T0,003F
LW AT,0000 (T3) ;AT=offset to object table if already loaded...
XORI T4,T2,003F ;T4=size pushed to the 0x40 boundry
ADDIU T0,T4,005F
ORI T9,T0,003F
ADDU A0,T1,T4 ;A0=end of last object, start of next
XORI T0,T9,003F ;T0=size + 0x40, pushed to 0x40 boundry (T4+0x40)
SW AT,0000 (A0)
LW T9,0004 (T3) ;copy obj.header to this crazy address
ADDIU T5,SP,0100
ADDU A2,T1,T0 ;A2=location for next model binary
SW T9,0004 (A0)
LW AT,0008 (T3)
SW AT,0008 (A0)
LW T9,000C (T3)
SW T9,000C (A0)
LW AT,0010 (T3)
SW AT,0010 (A0)
LW T9,0014 (T3)
SW T9,0014 (A0)
LW AT,0018 (T3)
SW AT,0018 (A0)
LW T9,001C (T3)
SW T9,001C (A0)
LW T6,00E4 (SP) ;T6=max size? 14820
SW T0,00E8 (SP) ;T0=size of model in rdram
SW A0,00F8 (SP)
SW V1,0028 (SP)
SW T5,0010 (SP)
LW A1,0004 (V1) ;A1=pointer to head string [V1=head table entry]
JAL 7F0764A4 ;loads object and fills in header data
SUBU A3,T6,T0 ;A3=amount of available memory left (14820-body size)
LW V1,0028 (SP) ;V1=head table entry
JAL 7F0BD188 ;ret. V0=size of object in rdram expansion?
LW A0,0004 (V1) ;A0=pointer to head string
//7F07A120:
LW V1,00E8 (SP) ;V1=body size
LW T4,00F0 (SP) ;T4=pointer to body model in rdram
LW A0,00FC (SP) ;A0=playerdata + 0x810
ADDU V1,V0,V1 ;V1=update amount of memory already cluttered
ADDIU V1,V1,003F
ORI T8,V1,003F
XORI T7,T8,003F
ADDIU V1,T7,00FB
ORI T3,V1,003F
XORI T9,T3,003F ;T9=total used memory pushed to 0x40 boundry
ADDU T2,T4,T7 ;T2=start of next model
SW T2,0038 (SP) ;save next model location
JAL 7F075CF4 ;prep body for use?
SW T9,00E8 (SP) ;save total used memory
JAL 7F075CF4 ;prep head for use; set use flag, compute group numbers
LW A0,00F8 (SP) ;A0=pointer to a copy of head's header in model data area
//7F07A160:
LW A1,00FC (SP) ;A1=body header in playerdata
LW T7,00F8 (SP) ;T7=copy of head's header in model data
LW V1,00E8 (SP) ;V1=total used memory
LH T8,0014 (A1) ;T8=body's group # (61 if head not present)
LH T4,0014 (T7) ;T4=head's group # (2 if head)
LW T6,00F0 (SP) ;T6=body model in rdram
LW A0,0038 (SP) ;A0=next object!
ADDU V0,T8,T4 ;V0=sum of groupcodes (should be 63 for characters)
ADDIU V0,V0,000A ;offset for the space made to copy header, etc
SLL T2,V0,0x2 ;multiply by 4...
ADDU A2,T6,V1 ;A2=next object's address
ADDU V1,T2,V1 ;total memory used + group codes->offset
ADDIU V1,V1,003F
ORI T3,V1,003F
XORI T9,T3,003F ;total ushed to 0x40 boundry
SW T9,00E8 (SP) ;save it yo
JAL 7F075FAC
SW V0,0030 (SP) ;save group# + A
LW V0,0030 (SP)
LW T6,0038 (SP) ;save object instance pointer
SH V0,0002 (T6)
BEQ R0,R0,7F07A234
LW A3,00F8 (SP) ;A3=head's header copied to model area in rdram
//7F07A1BC: load and initialize multi character
SLL T8,T7,0x2 ;for smaller table use SLL T8,T7,0x1
ADDU T8,T8,T7
LUI T4,8004
ADDIU T4,T4,DE10
SLL T8,T8,0x2
ADDU V1,T8,T4
LW T2,0000 (V1)
SW T2,00FC (SP)
LW T9,0000 (T2)
OR A0,T2,R0
BNEL T9,R0,7F07A1F8
LW T5,0040 (SP)
JAL 7F07654C
LW A1,0004 (V1)
LW T5,0040 (SP)
LUI T7,8004
ADDIU T7,T7,DE10
SLL T6,T5,0x2 ;for smaller table use SLL T6,T5,0x1
ADDU T6,T6,T5
SLL T6,T6,0x2
ADDU V1,T6,T7
LW A3,0000 (V1)
LW T8,0000 (A3)
OR A0,A3,R0
BNEL T8,R0,7F07A238
LW T4,0038 (SP)
LW A1,0004 (V1)
JAL 7F07654C
SW A3,00F8 (SP)
LW A3,00F8 (SP) ;A3=head's header copied to model area in rdram
//7F07A234:
LW T4,0038 (SP) ;T4=object instance pointer!
LW A0,0044 (SP) ;A0=body#
LW A1,0040 (SP) ;A1=head#
LW A2,00FC (SP) ;A2=copy of body header in playerdata (+0x810)
SW R0,0010 (SP)
JAL 7F0232E8 ;returns V0=obj. instance pointer, filled and everything
SW T4,0014 (SP)
LUI V1,8008
ADDIU V1,V1,A0B0
LW T2,0000 (V1) ;T2=playerdata
LUI AT,8005
SW V0,00D4 (T2) ;save obj. instance pointer!
LW T9,0000 (V1) ;T9=playerdata
LWC1 F6,502C (AT) ;F6=8005502C: ???
LW A0,00D4 (T9) ;A0=obj. instance pointer
LWC1 F4,0014 (A0) ;F4=object scale
MUL.S F8,F4,F6
MFC1 A1,F8
JAL 7F06CE78 ;save converted scale
NOP
//7F07A284: handle player position
LUI V1,8008
LW V1,A0B0 (V1)
LW A3,0114 (SP)
LW A0,00A8 (V1) ;A0=obj. position pointer (8006)
LW A1,00D4 (V1) ;A1=obj. instance pointer
LW T3,0014 (A0) ;T3=room pointer
SW R0,0014 (SP)
ADDIU A2,A0,0008 ;A2=offset to xyz positions
JAL 7F0200BC ;copies positions or adjusts them or something
SW T3,0010 (SP)
//7F07A2AC:
LUI A3,8008
ADDIU A3,A3,A0B0
LW T6,0000 (A3) ;T6=playerdata
ADDIU T5,R0,0006
LW T7,00A8 (T6) ;T7=obj. position pointer (8006)
SB T5,0000 (T7) ;type specify to 6 (character)
LW T8,0000 (A3)
LW T4,00A8 (T8) ;T4=p->obj. pos
LW A2,0004 (T4) ;A2=p->guarddata
LW T2,0014 (A2) ;T2='guard' bitflags
ORI T9,T2,0001
SW T9,0014 (A2) ;uhm, it can't have just set sunglasses on...
LW V1,0000 (A3) ;V1=playerdata
LW A1,00A8 (V1) ;A1=p->obj. pos
LW A0,00D4 (V1) ;A0=obj. instance
SW A2,0110 (SP) ;save guarddata pointer
JAL 7F06CC0C
ADDIU A1,A1,0008 ;A1=offset to xyz position
//7F07A2F4:
LUI T3,8008
LW T3,A0B0 (T3)
LW A1,0114 (SP)
JAL 7F06CD3C
LW A0,00D4 (T3) ;A0=obj. instance
JAL 7F09B244 ;ret. V0=3rd person model based on the item# used
LW A0,0048 (SP) ;weapon (1-0x20)
BLTZ V0,7F07A428 ;returns model for selected weapon
SW V0,004C (SP) ;save it yo
JAL 7F09A464 ;returns # players
NOP
ADDIU AT,R0,0001
BNE V0,AT,7F07A3FC ;branch if multiplayer
LW T6,00F0 (SP) ;T6=body model
//7F07A32C:
LW V0,00E8 (SP) ;V0=memory consumed by the character+data
ADDIU A0,R0,0001
ADDU T5,T6,V0 ;T5=end of character data
ADDIU V0,V0,00C7
ORI T7,V0,003F
XORI T8,T7,003F
SW T5,00DC (SP) ;save endpoint
JAL 7F05CF18 ;returns, in this case, playerdata + 0x830
SW T8,00E8 (SP) ;effectively, size - 0x40
LW T4,004C (SP) ;T4=3rd person object in hand
LUI T9,8004
ADDIU T9,T9,A228 ;object,header,&scale table
SLL T2,T4,0x2
SUBU T2,T2,T4
SLL T2,T2,0x2
ADDU V1,T2,T9
LW T3,0000 (V1) ;header for object
SW V0,00F4 (SP)
ADDIU T5,SP,0100
LW AT,0000 (T3) ;copy weapon header to playerdata
OR A0,V0,R0
SW AT,0000 (V0)
LW T7,0004 (T3)
SW T7,0004 (V0)
LW AT,0008 (T3)
SW AT,0008 (V0)
LW T7,000C (T3)
SW T7,000C (V0)
LW AT,0010 (T3)
SW AT,0010 (V0)
LW T7,0014 (T3)
SW T7,0014 (V0)
LW AT,0018 (T3)
SW AT,0018 (V0)
LW T7,001C (T3)
SW T7,001C (V0)
LW T4,00E8 (SP) ;T4=memory consumed
LW T2,00E4 (SP) ;T2=max memory
LW T8,00F0 (SP) ;T8=body model (start of this clump)
SW V1,0028 (SP) ;save p->weapon's table entry
SW T5,0010 (SP) ;save SP+0x100
LW A1,0004 (V1) ;A1=model's string
SUBU A3,T2,T4 ;A3=room left
JAL 7F0764A4 ;loads object and fills in header data
ADDU A2,T8,T4 ;A2=address for next model data
LW V1,0028 (SP) ;V1=p->weapon's table entry
JAL 7F0BD188 ;load or expand or whatnot
LW A0,0004 (V1) ;A0=model's string
JAL 7F075CF4 ;set object in use
LW A0,00F4 (SP)
BEQ R0,R0,7F07A408
LW T6,00DC (SP) ;T6=endpoint
//7F07A3FC:
SW R0,00DC (SP)
SW R0,00F4 (SP)
LW T6,00DC (SP)
//7F07A408:
LW T3,00F4 (SP) ;T3=weapon header in playerdata
LW A0,0110 (SP) ;A0=guardata
LW A1,004C (SP) ;A1=3rd person weapon#
LW A2,0048 (SP) ;A2=weapon type (ie. 5=silpp7)
OR A3,R0,R0
SW T6,0010 (SP) ;save model endpoint
JAL 7F052214 ;returns V0=obj. position entry for weapon
SW T3,0014 (SP) ;save weapon header in playerdata
//7F07A428:
LW A0,0110 (SP) ;A0=guarddata
JAL 7F023A94
ADDIU A1,R0,0000
BEQ R0,R0,7F07A494
LW RA,001C (SP)
//7F07A43C: Multi!
LW T7,001C (V0)
OR A0,V0,R0
LW T8,0020 (T7)
BNEL T8,R0,7F07A494
LW RA,001C (SP)
LW T4,0014 (V0)
ADDIU A1,R0,0000
ORI T2,T4,0001
JAL 7F023A94
SW T2,0014 (V0)
LUI V1,8008
LW V1,A0B0 (V1)
LW A1,00A8 (V1)
LW A0,00D4 (V1)
JAL 7F06CC0C
ADDIU A1,A1,0008
LUI T9,8008
LW T9,A0B0 (T9)
LW A1,0114 (SP)
JAL 7F06CD3C
LW A0,00D4 (T9)
LW RA,001C (SP)
//7F07A494:
ADDIU SP,SP,0118
JR RA
NOP
@@ -1,39 +0,0 @@
7001385C: copy part of decompression
The tile advance offset address can be changed. The routine can be rewritten a bit, changing 7F0B2FB8:
SLL T8,T6,0x3
ADDIU T8,T8,0008
000EC0C0
27180008
ALSO DO 7F0B2ED4:
SLL T5,T3,0x3
ADDIU T5,T5,0008
Otherwise, you could just change the value on line 7F0B2F6C (0xE7A9C in rom) to '24C60F49', then change the values in 21990 @ 0x201BC to '20283038 40485058 60687078'. That would support up to 14 point tiles.
7F0B2FAC:
LH V1,0006 (V0) //V1=tile's special
SRA T5,V1,0xC //T5=#points
ANDI T6,T5,000F //T6=#points (limit of 15)
ADDU T7,A2,T6 //T7=80040F4C+#points
LBU T8,0000 (T7) //T8=offset for given number of points
ADDU V0,T8,V0 //V0=address for next tile
LW T9,0000 (V0) //T9=p-for next tile
BNEL T9,R0,7F0B2FAC
SW V0,0000 (A1) //current tile address->80040F60
JR RA
SW A0,0000 (T0) //address for start of clipping file->8007B120
7F0AF144:
LH S0,0006 (A0) //S0=tile's special
SLL T7,A2,0x2 //T7=room# * 4
SUBU T7,T7,A2 //T7=room# * 3
SRA T9,S0,0xC //T9=#points
ANDI S0,T9,000F //S0=#points (limit of 15)
BLEZ S0,7F0AF1D4
OR S1,A0,R0 //S1=address of tile
@@ -1,83 +0,0 @@
Clipping Files - 1172 (z-custom) compressed binaries
--------------
Clipping files outline the area players and objects can validly be located. In addition, they also set the spectral lighting for a given region. The clipping file is composed of tiles, each of which is a 3-10 sided polygon. The format supports up to 15-sided forms, but these can not be processed without patching the handling routine.
The start of the file itself consists of a series of offsets. The first is always NULL, technically linked to a removed TLB routine but of no use nowadays. The second always points to the first tile in the list, and must do so; it is used as the basis of all the connection values described below.
Further offsets can be included if desired but are not used at runtime. Rare typically used these to indicate tiles belonging to removed rooms. One NULL offset indicates the end of the file offset section.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Tile headers are the first 8 bytes of the tile data. They contain a specific 3-byte selection ID, the room ID that appears when a player or object is on the tile, the colour of the light on the tile, and other flags indicating the attributes of the polygon data.
The first three bytes act as a unique tile ID. They are converted to a textual format in setup files and used to look up the tile in the list, linking object positions to unique areas in the stage. The text appears as:
"P" + first two values of header as unsigned decimal value + third byte alpha-numeric value
The first two bytes of the header are an unsigned short integer, converted to decimal form. The third byte is a alpha-numeric string based on this format:
a 00
a1 01
a2 02
a3 03
a4 04
a5 05
a6 06
a7 07
b 08
b1 09
b2 0A
b3 0B
b4 0C
b5 0D
b6 0E
b7 0F
etc.
The highest values used in the release game were "p#", 78-7F. The physical limit is "z#", C8-CF.
As an example, here are some textual strings and their corresponding header values.
Header string
014E 02 "p334a2"
0070 1A "p112d2"
0494 0A "p1148b2"
The last three nibbles all indicate points in the tile. These three points are the three extremes of the tile. If you were to circumscribe the polygon, using these three points would contain either the entire form or the largest portion of it. They are actually used for radial triangle generation, which is beyond the scope of this document. Suffice it to say, this should make a triangle that encompasses most of the tile within it.
These values will always be 012 for a triangle, as the first, second, and third points will invariably be at the furthest extremes. Most quads tend to be rectangular, so either 012 or 013 may be used.
---------------
X, Y, and Z positions are signed short values relative to the center of the stage. Points in each tile are expected to be counter-clockwise. Each face, or series of two points, also has a connection value. If set to 0000, the player can not walk past that edge of the tile. If set to some other value, this creates a link to another tile in the file.
Connection values start at 0010, as the initial offset to clipping data is offset by 0x80. To determine the connection value of a given tile, take the current file offset of that tile's header, subtract the initial offset of the first tile, add an additional 0x80 to account for the offset, then divide the result by 8.
This example retrieves the connection value to link to a tile at offset 0x20C, assuming the first tile starts at 0xC.
*subtract initial from target:
0x20C-0xC = 0x200
*add 0x80, the initial offset for all tiles:
0x200-0x80 = 0x280
*divide by 8 for the final offset:
0x280/8 = 0x0050
The final offset is 0x0050.
It is very important the Room # matches that of the room to be visualized. Otherwise, objects in the room will not appear unless that room is currently loaded, and players in the room will disappear until stepping on another tile. Since it affects the one room which should be visible, do not allow tiles to cross portals!
--------------
Header Format:
FFFFFF00 00000000 3-byte selection ID
000000FF 00000000 Room # (1-FF)
00000000 30000000 special attribute
0 normal tile
1 kneeling
3 ladder
00000000 0F000000 4-bit Red lighting component
00000000 00F00000 4-bit Green lighting component
00000000 000F0000 4-bit Blue lighting component
00000000 0000F000 number points in tile (3-F)
00000000 00000F00 extreme point 1
00000000 000000F0 extreme point 2
00000000 0000000F extreme point 3
Point Format:
FFFF0000 00000000 X position
0000FFFF 00000000 y position
00000000 FFFF0000 Z position
00000000 0000FFFF connection value
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The list of tiles ends with a NULL tile header. This is typically followed by the string "unstrict" and extended to 0x20 bytes. This ensures that the routine does not break on a read of 0 points, as all tiles 0-3 points are expected to contain 0x20 data total.
-Zoinkity
@@ -1,50 +0,0 @@
7F0B2F2C: E7A5C determines endpoint of clipping file
accepts: A0=p->clipping file, A1=?, A2=?
LUI T0,8008
ADDIU T0,T0,B120 ;T0=8007B120: table of pointers to room tiles
SW A0,0000 (T0) ;A0->8007B120: save start of file
LW T6,0004 (A0) ;T6=A0+4: p->first room
SUBU V0,A2,A1
LUI AT,8004
ADDU T7,T6,V0
ADDIU T8,T7,FF80 ;T8=T7-0x80: base pointer for connection values
SW T8,0F58 (AT) ;T8->80040F58: save base pointer for all connection values
LW T9,0004 (A0) ;T9=A0+4: p->first room
LUI AT,8004
LUI A2,8004
ADDU T1,T9,V0
SW T1,0F5C (AT) ;T1->80040F5C: p->first room (actual tile list start)
LW T2,0004 (A0) ;T2=A0+4: p->first room
ADDIU A3,A0,0004 ;A3=A0+4
ADDIU A2,A2,0F4C ;A2=80040F4C: list of tile sizes
BEQ T2,R0,7F0B2F94 ;branch if no stan exceptions present
LUI A1,8004
LW V1,0000 (A3) ;V1=p->first room
ADDU T3,V1,V0
//7F0B2F80: loop for each of the exception entries
LW V1,0004 (A3)
SW T3,0000 (A3)
ADDIU A3,A3,0004
BNEL V1,R0,7F0B2F80
ADDU T3,V1,V0
//7F0B2F94: grab first tile
ADDIU V0,A3,0004 ;V0=p->tile
LW T4,0000 (V0) ;T4=tile name and room
ADDIU A1,A1,0F60 ;A1=80040F60: p->final tile
BEQ T4,R0,7F0B2FD0 ;kill if "unstric"
NOP
//7F0B2FA8: loop for each tile
SW V0,0000 (A1) ;V0->80040F60: save current tile as final
LH V1,0006 (V0) ;V1=V0+6: side and division halfword
SRA T5,V1,0xC ;T5=V1>>C: #sides
ANDI T6,T5,000F ;T6=#sides
ADDU T7,A2,T6 ;T7=80040F4C+#sides: p->offset for next tile
LBU T8,0000 (T7) ;T8=offset to next tile
ADDU V0,T8,V0 ;V0+=offset
LW T9,0000 (V0) ;T9=next tile's name and room
BNEL T9,R0,7F0B2FAC ;branch if not "unstric"
SW V0,0000 (A1)
//7F0B2FD0: return
JR RA
SW A0,0000 (T0) ;p->start of stan tile list -> 8007B120
@@ -1,604 +0,0 @@
80044DC0 current sky
80044E10 start of list
7F0BAA64: locate and copy enviroment values
accepts: A0=stage#, A1=0 if MP?
ADDIU SP,SP,FFD8
SW RA,0014 (SP)
SW A1,002C (SP) ;SP+2C=A1: ?
SW R0,001C (SP)
JAL 7F09A464 ;V0=#players
SW A0,0028 (SP) ;SP+28=A0: stage#
ADDIU AT,R0,0001
LW A2,001C (SP) ;A2=0
LW A3,0028 (SP) ;A3=stage#
BNE V0,AT,7F0BAA94 ;branch if not 1 player
OR T0,V0,R0 ;T0=#players
OR T0,R0,R0 ;T0=0 if solo
//7F0BAA94: set default enviroment
LUI AT,8006
LWC1 F4,8D70 (AT) ;F4=80058D70: 7F7FFFFF - default near fog
LW T6,002C (SP) ;T6=SP+2C: ?
LUI AT,8004
MTC1 R0,F6
SWC1 F4,4DC4 (AT) ;7F7FFFFF->80044DC4: near fog value
LUI AT,8004
BEQ T6,R0,7F0BAB1C ;skip cutscene env. tests if zero
SWC1 F6,4DC8 (AT) ;0->80044DC8: near fog * intensity of zero
//7F0BAAB8: cutscene env. testing
LUI T1,8004
ADDIU V1,T1,4E10 ;V1=80044E10: env.table 1
LW T7,0000 (V1) ;T7=env.stage#
LUI T8,8004
ADDIU T8,T8,4E10 ;T8=80044E10: env.table 1
BEQ T7,R0,7F0BAB1C ;branch if at end of list
ADDIU A0,A3,0384 ;A0=stage#+0x384: cutscene env.set offset
//7F0BAAD8: copy enviroment on hit
LW V0,0000 (T8) ;V0=env.stage#
BNE A0,V0,7F0BAB0C ;branch if env.# doesn't match cutscene#
LUI V0,8008
ADDIU V0,V0,25E8
SW V1,0000 (V0) ;V1->800825E8: save env.table hit
LUI AT,8008
SW V1,25EC (AT) ;V1->800825EC: save env.table match start
LUI AT,8008
ADDIU T9,V1,005C ;T9=V1+0x5C: p->end of entry (next entry)
SW T9,25F0 (AT) ;T9->800825F0: save env.table match endpoint
JAL 7F0BA758 ;copy table 1 enviroment to current
LW A0,0000 (V0) ;A0=p->env.tabel match
BEQ R0,R0,7F0BAC9C
LW RA,0014 (SP)
//7F0BAB0C: loop for each entry
LW V0,005C (V1) ;V0=next env.stage#
ADDIU V1,V1,005C ;V1+=0x5C: p->next entry
BNEZ V0,7F0BAAD8 ;branch if not at end of list
NOP
//7F0BAB1C: offset stage# to current # players
LUI T1,8004
ADDIU T1,T1,4E10 ;T1=80044E10: env.table 1
LW A1,0000 (T1) ;A1=env.stage#
LUI T2,8004
ADDIU T2,T2,4E10 ;T2=80044E10: env.table 1
BEQ A1,R0,7F0BAB98 ;branch if at end of list
OR V1,T1,R0 ;V1=T1: env.table 1
SLL T3,T0,0x2
SUBU T3,T3,T0
SLL T3,T3,0x3
ADDU T3,T3,T0
SLL T3,T3,0x2 ;T3=#players * 100 (0x64)
ADDU A0,A3,T3 ;A0=MPstage#
LW V0,0000 (T2) ;V0=env.stage#
//7F0BAB54:
BNE A0,V0,7F0BAB88 ;branch if no match
LUI V0,8008
ADDIU V0,V0,25E8
SW V1,0000 (V0) ;V1->800825E8: save env.table hit
LUI AT,8008
SW V1,25EC (AT) ;V1->800825EC: save env.table match start
LUI AT,8008
ADDIU T4,V1,005C
SW T4,25F0 (AT) ;T4->800825F0: save env.table match endpoint
JAL 7F0BA758 ;copy table 1 enviroment to current
LW A0,0000 (V0) ;A0=p->env.table match
BEQ R0,R0,7F0BAC9C
LW RA,0014 (SP)
//7F0BAB88: loop for each entry
LW V0,005C (V1) ;V0=next env.stage#
ADDIU V1,V1,005C ;V1+=0x5C: p->next entry
BNEZ V0,7F0BAB54 ;branch if not at end of list
NOP
//7F0BAB98: MP-specific enviroment test, although this was covered in previous segment...
SLTI AT,T0,0002
BNEL AT,R0,7F0BAC14 ;branch if solo
LUI AT,4170
BEQ A1,R0,7F0BAC10 ;branch if table 1 contains no entries
OR V1,T1,R0 ;V1=T1: env.table 1
SLL A0,T0,0x2
SUBU A0,A0,T0
SLL A0,A0,0x3
LUI T5,8004
ADDIU T5,T5,4E10 ;T5=80044E10: env.table 1
ADDU A0,A0,T0
SLL A0,A0,0x2 ;A0=#players * 100: offset to MPstage#
LW V0,0000 (T5) ;V0=env.stage#
//7F0BABCC:
BNE A0,V0,7F0BAC00 ;branch if no match
LUI V0,8008
ADDIU V0,V0,25E8
SW V1,0000 (V0) ;V1->800825E8: save env.table hit
LUI AT,8008
SW V1,25EC (AT) ;V1->800825EC: save env.table match start
LUI AT,8008
ADDIU T6,V1,005C
SW T6,25F0 (AT) ;T6->800825F0: save env.table match endpoint
JAL 7F0BA758 ;copy table 1 enviroment to current
LW A0,0000 (V0) ;A0=p->env.table match
BEQ R0,R0,7F0BAC9C
LW RA,0014 (SP)
//7F0BAC00: loop for each entry
LW V0,005C (V1) ;V0=next env.stage#
ADDIU V1,V1,005C ;V1+=0x5C: p->next entry
BNEZ V0,7F0BABCC ;branch if not at end of list
NOP
//7F0BAC10:
LUI AT,4170
MTC1 AT,F12 ;F12=15.0
LUI AT,8006
LWC1 F14,8D74 (AT) ;F14=80058D74: 10000.0 [461C4000]
SW A2,001C (SP) ;A2=SP+1C: 0
JAL 70004650 ;set page height
SW A3,0028 (SP) ;A3=SP+28: stage#
LUI A0,8004
LUI AT,8008
ADDIU A0,A0,5F50 ;A0=80045F50: env.table 2
SW R0,25C0 (AT) ;0->800825C0:
LW T7,0000 (A0) ;T7=env.stage#
LW A2,001C (SP) ;A2=SP+1C: 0
LW A3,0028 (SP) ;A3=SP+28: stage#
BEQ T7,R0,7F0BAC78 ;branch if no entries in list
OR V1,A0,R0 ;V1=80045F50: env.table 2
LUI T8,8004
ADDIU T8,T8,5F50 ;T8=80045F50: env.table 2
LW V0,0000 (T8) ;V0=env.stage#
//7F0BAC5C: save hits
BNEL A3,V0,7F0BAC6C ;branch if no match
LW V0,0038 (V1)
OR A2,V1,R0 ;A2=V1: env.table hit
//7F0BAC68: loop for all entries
LW V0,0038 (V1) ;V0=next env.stage#
ADDIU V1,V1,0038 ;V1+=0x38: p->env.entry
BNEZ V0,7F0BAC5C ;branch if not at end of list
NOP
//7F0BAC78: set default otherwise
BNEZ A2,7F0BAC84 ;branch if hit found
NOP
OR A2,A0,R0 ;A2=A0: p->default entry
//7F0BAC84:
JAL 7F0BA9D0 ;copy table 2 enviroment to current
OR A0,A2,R0 ;A0=A2: p->env.data
LUI V0,8008
ADDIU V0,V0,25E8
SW R0,0000 (V0) ;0->800825E8: fry env.table hit buffer
//7F0BAC98:
LW RA,0014 (SP)
ADDIU SP,SP,0028
JR RA
NOP
7F0BA758: EF288 0FC2E9D6 copy large enviroment bank to current
ADDIU SP,SP,FFC8
SW RA,0014 (SP)
LWC1 F14,0008 (A0) ;F14=far fog
LWC1 F12,0004 (A0) ;F12=pervasiveness
JAL 70004650 ;set page height
SW A0,0038 (SP) ;SP+38=A0: p->env.data
JAL 700046AC
ADDIU A0,SP,0030 ;A0=SP+30:
JAL 7F0B4878 ;ret F0=800413FC: 1.0
NOP
LWC1 F4,0030 (SP) ;F4=pervasiveness
LWC1 F8,0034 (SP) ;F8=far fog
LW A1,0038 (SP) ;A1=p->env.data
DIV.S F6,F4,F0 ;F6=F4/1.0: pervasiveness
LUI AT,447A
LUI A0,8008
ADDIU A0,A0,25E4 ;A0=800825E4:
LUI A2,8008
ADDIU A2,A2,25E0 ;A2=800825E0: buffer for far ambient light
LUI V1,8008
ADDIU V1,V1,25C8 ;V1=800825C8: buffer for pervasiveness
LUI V0,8004
ADDIU V0,V0,4DCC ;V0=80044DCC: p->current data, starting at BG light
DIV.S F10,F8,F0 ;F10=F8/1.0: far fog
SWC1 F6,0030 (SP) ;SP+30=F6: pervasiveness
MTC1 AT,F8 ;F8= 1000.0 [447A0000]
SWC1 F10,0034 (SP) ;SP+34=F10: far fog
//7F0BA7C4:
LW T6,0020 (A1) ;T6=BG dif.in light
MTC1 T6,F4
NOP
CVT.S.W F6,F4 ;F6=(float) BG dif.in light
DIV.S F10,F6,F8 ;F10=BG dif.light / 1000.0
MTC1 AT,F8
LUI AT,8004
SWC1 F10,0000 (A0) ;BG dif.light->800825E4
//7F0BA7E4:
LW T7,0024 (A1) ;T7=far ambient light
MTC1 T7,F4
ADDIU T7,A1,000C ;T7=p->near fog in env.data
CVT.S.W F6,F4 ;F6=(float) far ambient light
LWC1 F4,0034 (SP) ;F4=far fog
DIV.S F10,F6,F8 ;F10=far ambient light / 1000.0
LWC1 F6,0030 (SP) ;F6=pervasiveness
SUB.S F14,F4,F6 ;F14=far fog - pervasiveness
SWC1 F10,0000 (A2) ;F10->800825E0: buffer for far ambient light
//7F0BA808: finalize near fog value
LWC1 F16,0000 (A2) ;F16=far ambient light %%
MUL.S F8,F14,F16 ;F8=F14*F16: (far fog - pervasiveness) * far ambient light%%
ADD.S F10,F6,F8 ;F10=F6+F8: pervasiveness + ""
SWC1 F10,4DC4 (AT) ;F10->80044DC4: near fog value
//7F0BA818: finalize intensity
LWC1 F2,0000 (A0) ;F2=BG dif.light
LUI AT,8004
MUL.S F4,F14,F2 ;F4=F14*F2: (far fog - pervasiveness) * BG dif.light
ADD.S F8,F6,F4 ;F8=F6+F4: pervasiveness + ""
SWC1 F8,4DC8 (AT) ;F8->80044DC8: intensity
//7F0BA82C:
LWC1 F10,0004 (A1) ;F10=pervasiveness
LUI AT,4300
DIV.S F6,F10,F0 ;F6=F10/F0: pervasiveness / 1.0
SUB.S F10,F16,F2 ;F10=far ambient light - BG dif.light
SWC1 F6,0000 (V1) ;pervasiveness->800825C8: buffer for pervasiveness
//7F0BA840:
LWC1 F4,0008 (A1) ;F4=far fog
SWC1 F10,0018 (SP) ;SP+18=(far ambient light - BG dif.light)
MTC1 AT,F6 ;F6= 128.0 [43000000]
DIV.S F8,F4,F0 ;F8=F4/F0: far fog / 1.0
LWC1 F4,0018 (SP) ;F4=(far ambient light - BG dif.light)
LUI AT,3F00
MTC1 AT,F10 ;F10=0.5 [3F000000]
LUI AT,4380
LWC1 F18,0000 (V1) ;F18=pervasiveness
SWC1 F8,0004 (V1) ;far fog->800825CC
//7F0BA868:
DIV.S F8,F6,F4 ;F8=F6/F4: 128.0 / (far ambient light - BG dif.light)
LWC1 F12,0004 (V1) ;F12=far fog
SUB.S F6,F10,F2 ;F6=F10-F2: 0.5 - BG dif.light
SWC1 F8,0020 (SP) ;SP+20=128.0 / (far ambient light - BG dif.light)
//7F0BA878:
MTC1 AT,F8 ;F8=256.0 [43800000]
LUI AT,3F80
MUL.S F10,F6,F8 ;F10=F6*F8: (0.5 - BG dif.light) * 256.0
SUB.S F8,F12,F18 ;F8=F12-F18: far fog - pervasiveness
SWC1 F8,0018 (SP) ;SP+18=F8: far fog - pervasiveness
//7F0BA88C:
MTC1 AT,F8 ;F8=1.0 [3F800000]
DIV.S F6,F10,F4 ;F6=F10-F4: 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
LWC1 F10,0020 (SP) ;F10=128.0 / (far ambient light - BG dif.light)
LUI AT,437F
NEG.S F4,F10 ;F4=-128.0 / (far ambient light - BG dif.light)
ADD.S F10,F18,F8 ;F10=F18+F8: pervasiveness++
LWC1 F8,0018 (SP) ;F8=far fog - pervasiveness
SWC1 F6,001C (SP) ;SP+1C=F6= 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
//7F0BA8AC:
MUL.S F6,F4,F12 ;F6=F4*F12: -128.0*far fog / (far ambient light - BG dif.light)
NOP
MUL.S F4,F6,F10 ;F4=F6*F10: -128.0*far fog*pervasiveness++ / (far ambient light - BG dif.light)
MTC1 AT,F10 ;F10=255.0 [437F0000]
LUI AT,3F80
DIV.S F6,F4,F8 ;F6=F4/F8: (-128.0*far fog*pervasiveness++) / (far ambient light - BG dif.light)(far fog - pervasiveness)
MTC1 AT,F8 ;F8=1.0 [3F800000]
LUI AT,437F
DIV.S F4,F6,F10 ;F4=F6/F10: (-128.0*far fog*pervasiveness++) / 255(far ambient light - BG dif.light)(far fog - pervasiveness)
LWC1 F10,0020 (SP) ;F10=128.0 / (far ambient light - BG dif.light)
ADD.S F6,F12,F8 ;F6=F12+F8: far fog++
LWC1 F8,0018 (SP) ;F8=far fog - pervasiveness
SWC1 F4,0010 (V1) ;F4->800825D8
//7F0BA8E0:
MUL.S F4,F6,F10 ;F4= F6*F10: 128(far fog++) / (far ambient light - BG dif.light)
LWC1 F10,001C (SP) ;F10= 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
DIV.S F6,F4,F8 ;F6=F4/F8: 128(far fog++) / (far ambient light - BG dif.light)(far fog - pervasiveness)
MTC1 AT,F8 ;F8=255.0 [437F0000]
LUI AT,8008
ADD.S F4,F6,F10 ;F4=F6+F10: 128(far fog++) / (far ambient light - BG dif.light)(far fog - pervasiveness) + 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
DIV.S F6,F4,F8 ;F6=F4/F8: (128(far fog++) / (far ambient light - BG dif.light)(far fog - pervasiveness) + 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)) / 255.0
SWC1 F6,0014 (V1) ;F6=800825DC
//7F0BA900: light values
LW T8,0020 (A1) ;T8=env.+20: BG dif.in light
SW T8,0000 (V0) ;T8->80044DCC
LW T9,0024 (A1) ;T8=far ambient light
ADDIU T8,R0,0001
SW T9,0004 (V0) ;T9->80044DD0
//7F0BA914: fog values
LBU T0,0028 (A1) ;T0=fog red component
SB T0,0008 (V0) ;T0->80044DD4
LBU T1,0029 (A1) ;T1=fog green component
SB T1,0009 (V0) ;T1->80044DD5
LBU T2,002A (A1) ;T2=fog blue component
SB T2,000A (V0) ;T2->80044DD6
//7F0BA92C: cloud values
LBU T3,002B (A1) ;T3=cloud flag
SB T3,000B (V0) ;T3->80044DD7
LWC1 F10,002C (A1) ;F10=cloud repeat value
SWC1 F10,000C (V0) ;F10->80044DD8
LH T4,0030 (A1) ;T4=cloud image offset
SH T4,0010 (V0) ;T4->80044DDC
LWC1 F4,0034 (A1) ;F4=cloud red channel
SWC1 F4,0014 (V0) ;F4->80044DE0
LWC1 F8,0038 (A1) ;F8=cloud green channel
SWC1 F8,0018 (V0) ;F8->80044DE4
LWC1 F6,003C (A1) ;F6=cloud blue channel
SWC1 F6,001C (V0) ;F6->80044DE8
//7F0BA95C: water values
LBU T5,0040 (A1) ;T5=water flag
SB T5,0020 (V0) ;T5->80044DEC
LWC1 F10,0044 (A1) ;F10=water repeat value
SWC1 F10,0024 (V0) ;F10->80044DF0
LH T6,0048 (A1) ;T6=water image offset
SH T6,0028 (V0) ;T6->80044DF4
LWC1 F4,004C (A1) ;F4=water red channel
SWC1 F4,002C (V0) ;F4->80044DF8
LWC1 F8,0050 (A1) ;F8=water green channel
MTC1 R0,F4
SWC1 F8,0030 (V0) ;F8->80044DFC
LWC1 F6,0054 (A1) ;F6=water blue channel
SWC1 F6,0034 (V0) ;F6->80044E00
//7F0BA990: concavity distort
LWC1 F10,0058 (A1) ;F10=world concavity distort
SWC1 F10,0038 (V0) ;F10->80044E04
//7F0BA998:
LWC1 F8,000C (A1) ;F8=near fog
C.EQ.S F4,F8
NOP
BC1F 7F0BA9B8 ;branch if 0!=near fog
NOP
LUI AT,8008
BEQ R0,R0,7F0BA9BC
SW R0,25C4 (AT) ;0->800825C4: NULL near fog pointer
//7F0BA9B8:
SW T7,25C4 (AT) ;save p->near fog
//7F0BA9BC:
LW RA,0014 (SP)
LUI AT,8008
SW T8,25C0 (AT) ;1->800825C0: enviroment table 1 entry in use
JR RA
ADDIU SP,SP,0038
7F0BA9D0: 0FC2EA74 copy short enviroment bank to current
accepts: A0=p->enviroment data
LBU T6,0004 (A0) ;T6=fog red component
LUI V0,8004
ADDIU V0,V0,4DCC ;V0=80044DCC: current env.data
SB T6,0008 (V0) ;T6->80044DD4
LBU T7,0005 (A0) ;T7=fog green component
SB T7,0009 (V0) ;T7->80044DD5
LBU T8,0006 (A0) ;T8=fog blue component
SB T8,000A (V0) ;T8->80044DD6
LBU T9,0007 (A0) ;T9=cloud flag
SB T9,000B (V0) ;T9->80044DD7
//7F0BA9F8: clouds
LWC1 F4,0008 (A0) ;F4=cloud image repeat
SWC1 F4,000C (V0) ;F4->80044DD8
LH T0,000C (A0) ;T0=cloud image index
SH T0,0010 (V0) ;T0->80044DDC
LWC1 F6,0010 (A0) ;F6=cloud red component
SWC1 F6,0014 (V0) ;F6->80044DE0
LWC1 F8,0014 (A0) ;F8=cloud green component
SWC1 F8,0018 (V0) ;F8->80044DE4
LWC1 F10,0018 (A0) ;F10=cloud blue component
SWC1 F10,001C (V0) ;F10->80044DE8
//7F0BAA20: water
LBU T1,001C (A0) ;T1=water flag
SB T1,0020 (V0) ;T1->80044DEC
LWC1 F16,0020 (A0) ;F16=water image repeat
SWC1 F16,0024 (V0) ;F16->80044DF0
LH T2,0024 (A0) ;T2=water image index
SH T2,0028 (V0) ;T2->80044DF4
LWC1 F18,0028 (A0) ;F18=water red component
SWC1 F18,002C (V0) ;F18->80044DF8
LWC1 F4,002C (A0) ;F4=water green component
SWC1 F4,0030 (V0) ;F4->80044DFC
LWC1 F6,0030 (A0) ;F6=water blue component
SWC1 F6,0034 (V0) ;F6->80044E00
LWC1 F8,0034 (A0) ;F8=world concavity distort
JR RA
SWC1 F8,0038 (V0) ;F8->80044E04
70004650 set page height
accepts: F12=?, F14=?
ADDIU SP,SP,FFE8
LUI V1,8002
ADDIU V1,V1,32A8
SWC1 F12,0018 (SP) ;SP+18=F12:
LWC1 F4,0018 (SP) ;F4=F12
LW T6,0000 (V1) ;T6=800232A8: p->?
SW RA,0014 (SP)
SWC1 F14,001C (SP) ;SP+1C=F14:
SWC1 F4,0010 (T6) ;F12-> p+0x10
LW T7,0000 (V1) ;T7=800232A8: p->?
LWC1 F6,001C (SP) ;F6=F14
SWC1 F6,0014 (T7) ;F14-> p+0x14
LW V0,0000 (V1) ;V0=800232A8: p->?
LWC1 F12,0010 (V0) ;F12=F12
LWC1 F14,0008 (V0) ;F14=?
JAL 7F077C30
LW A2,000C (V0) ;A2=?
JAL 7F077C5C
NOP
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
700046AC: ???
accepts: A0=p->target
LUI V0,8002
ADDIU V0,V0,32A8
LW T6,0000 (V0) ;T6=800232A8: p->?
LWC1 F4,0010 (T6)
SWC1 F4,0000 (A0) ;F4->target+0
LW T7,0000 (V0) ;T6=800232A8: p->?
LWC1 F6,0014 (T7)
JR RA
SWC1 F6,0004 (A0) ;F6->target+4
7F077C30: ??? copies floats to BONDdata
accepts: A2=?, F12=?, F14=?
LUI V0,8008
ADDIU V0,V0,A0B0
LW T6,0000 (V0)
SW A2,0008 (SP)
SWC1 F12,10A0 (T6)
LW T7,0000 (V0)
SWC1 F14,10A4 (T7)
LW T8,0000 (V0)
LWC1 F4,0008 (SP)
JR RA
SWC1 F4,10A8 (T8)
7F054B80:
ADDIU SP,SP,FFE0
LUI AT,3F80
MTC1 AT,F16 ;F16=1.0
SW RA,0014 (SP)
SW A0,0020 (SP) ;SP+20=A0:
SW A1,0024 (SP) ;SP+24=A1:
JAL 7F0BB398 ;V0=p->fog values [800825C4]
SWC1 F16,001C (SP) ;SP+1C=1.0
BEQ V0,R0,7F054C44 ;branch if not present
LWC1 F16,001C (SP) ;F16=1.0
//7F054BA8:
LW T6,0020 (SP)
LWC1 F4,0008 (V0) ;F4=obj.obfuscation range
LWC1 F6,0018 (T6) ;F6=T6+18:
C.LT.S F4,F6
NOP
BC1FL 7F054C48 ;branch if obj.obfuscation range >= F6
LW RA,0014 (SP)
SW V0,0018 (SP) ;SP+18=V0: p->fog values
JAL 7F078484 ;F0= BONDdata+10F8
SWC1 F16,001C (SP) ;SP+1C=1.0
//7F054BD0:
LW V1,0018 (SP) ;V1=p->fog values
LW T7,0020 (SP)
LUI AT,42C8
LWC1 F2,0008 (V1) ;F2=obj.obfuscation range
LWC1 F8,0018 (T7)
MTC1 AT,F18 ;F18=100.0
LWC1 F6,0024 (SP)
SUB.S F10,F8,F2 ;F10=F8-obj.obfuscation range
LWC1 F14,0004 (V1) ;F14=max obj vis. range
LWC1 F16,001C (SP) ;F16=SP+1C: 1.0
MUL.S F4,F10,F18 ;F4=100.0(F8-obj.obfuscation range)
DIV.S F8,F4,F6 ;F8=100.0(F8-obj.obfuscation range)/F6
ADD.S F10,F8,F2 ;F10=100.0(F8-obj.obfuscation range)/F6 + obj.obfuscation range
MUL.S F12,F10,F0 ;F12=(BONDdata+10F8) * (100.0(F8-obj.obfuscation range)/F6 + obj.obfuscation range)
C.LE.S F14,F12
NOP
BC1FL 7F054C28 ;branch if max obj vis. range > F12
LWC1 F0,0000 (V1)
MTC1 R0,F16 ;F16=0
BEQ R0,R0,7F054C48
LW RA,0014 (SP)
//7F054C24:
LWC1 F0,0000 (V1) ;F0=near fog value
C.LT.S F0,F12
NOP
BC1FL 7F054C48 ;branch if near fog value >= F12
LW RA,0014 (SP)
SUB.S F10,F14,F12 ;F10=max obj vis. range - F12
SUB.S F4,F14,F0 ;F4=max obj vis. range - near fog value
DIV.S F16,F18,F4 ;F16=100/(max obj vis. range - near fog value)
//7F054C44: return
LW RA,0014 (SP)
ADDIU SP,SP,0020
MOV.S F0,F16 ;F0=F16: percentage visibility?
JR RA
NOP
7F054C58:
ADDIU SP,SP,FFC8
SW RA,0014 (SP)
ADDIU T6,R0,0001
SW A0,0038 (SP) ;SP=38=A0:
SW A1,003C (SP) ;SP+3C=A1:
JAL 7F0BB398 ;V0=p->fog values [800825C4]
SW T6,0034 (SP) ;SP+34=1: true return
BEQL V0,R0,7F054D5C ;branch if 0
LW RA,0014 (SP)
//7F054C7C:
JAL 7F089FD4 ;V0=p->position
SW V0,0030 (SP) ;SP+30=p->fog values
JAL 7F0783C4 ;V0= BONDdata+0x10CC
SW V0,001C (SP) ;SP+1C=p->position
//7F054C8C:
LW V1,001C (SP) ;V1=p->position
LW A1,0038 (SP)
LW A0,0030 (SP) ;A0=p->fog values
LWC1 F6,0000 (V1) ;F6=x position
LWC1 F4,0000 (A1)
SUB.S F8,F4,F6
SWC1 F8,0024 (SP) ;SP+24=?-xpos
LWC1 F16,0004 (V1) ;F16=y position
LWC1 F10,0004 (A1)
SUB.S F18,F10,F16
LWC1 F10,0024 (SP) ;F10=F8
SWC1 F18,0028 (SP) ;SP+28=?-ypos
LWC1 F6,0008 (V1) ;F6=z position
LWC1 F4,0008 (A1)
SUB.S F8,F4,F6
LWC1 F4,0028 (SP) ;F4=F18
SWC1 F8,002C (SP) ;SP+2C=?-zpos
LWC1 F16,0000 (V0) ;F16=BONDdata+10CC
LWC1 F6,0004 (V0) ;F6=BONDdata+10D0
MUL.S F18,F10,F16 ;F18=(?-xpos)*(BONDdata+10CC)
LWC1 F16,0008 (V0) ;F16=BONDdata+10D4
MUL.S F8,F4,F6 ;F8=(?-ypos)*(BONDdata+10D0)
LWC1 F4,002C (SP) ;F4=(?-zpos)
MUL.S F6,F16,F8 ;F6=(BONDdata+10D4)*(?-ypos)*(BONDdata+10D0)
LWC1 F18,0008 (A0) ;F18=obj.obfuscation range
ADD.S F12,F6,F10 ;F12=(BONDdata+10D4)*(?-ypos)*(BONDdata+10D0) + (?-xpos)
C.LT.S F18,F12
NOP
BC1FL 7F054D5C ;branch if obj.obfuscation range >= F12
LW RA,0014 (SP)
//7F054D08:
SW A0,0030 (SP) ;SP+30=A0: same as before
JAL 7F078484 ;F0= BONDdata+10F8
SWC1 F12,0020 (SP) ;SP+20=F12
LW A0,0030 (SP) ;A0=SP+30: p->fog values
LWC1 F12,0020 (SP) ;F12=SP+20
LUI AT,42C8
LWC1 F2,0008 (A0) ;F2=A0+8: obj.obfuscation range
MTC1 AT,F16 ;F16=100.0
LWC1 F6,003C (SP) ;F6=SP+3C:
SUB.S F8,F12,F2 ;F8=F12-obj.obfuscation range
MUL.S F4,F8,F16 ;F4=100.0(F12-obj.obfuscation range)
LWC1 F8,0004 (A0) ;F8=max.obj.vis.range
DIV.S F10,F4,F6 ;F10=100.0(F12-obj.obfuscation range) / F6
ADD.S F18,F10,F2 ;F18=100.0(F12-obj.obfuscation range) / F6 + obj.obfuscation range
MUL.S F12,F18,F0 ;F12=(100.0(F12-obj.obfuscation range) / F6 + obj.obfuscation range) * F0
C.LE.S F8,F12
NOP
BC1FL 7F054D5C ;branch if max.obj.vis.range > F12
LW RA,0014 (SP)
SW R0,0034 (SP) ;SP+34=0: false return
//7F054D58:
LW RA,0014 (SP)
LW V0,0034 (SP) ;V0=SP+34: return value
ADDIU SP,SP,0038
JR RA
NOP
+_+
for the record, the sky is constructed here:
//7F096E2C:
here's a sample 'cloud' mapping:
//at 7F096E2C
E7000000 00000000
E7000000 00000000
BA001402 00000000
B900031D 00552048
BB000001 FFFFFFFF
BA001001 00000000
FC121824 FF33FFFF
FD700000 0015DE78
F5700000 07000000
E6000000 00000000
F3000000 077FF100
E7000000 00000000
BA000E02 00000000
F5681000 00018060
F2002002 000FE0FE
//at 7F096E7C
FB000000 280000FF
//at 7F006EDC:
FC40FE81 55FEF97C
//at 7F098E84
B4000000 CE8002A1 ;
B2000000 0
@@ -1,470 +0,0 @@
These dASMs are from PAL, not NTSC, to explain how the conversion will work
Do NOT index these TLB commands
7F0B9E34: copy fog values to current sky
ADDIU SP,SP,FFD8
SW RA,0014 (SP)
SW A1,002C (SP)
SW R0,001C (SP)
JAL 7F0999A4 ;V0=#players
SW A0,0028 (SP)
//7F0B9E4C:
ADDIU AT,R0,0001
LW A2,001C (SP)
LW A3,0028 (SP) ;A3=search stage#
BNE V0,AT,7F0B9E64 ;if solo, set T0=0
OR T0,V0,R0 ;T0=#players
OR T0,R0,R0
//7F0B9E64: set default values
LUI AT,8005
LWC1 F4,D7C0 (AT) ;F4=7F7FFFFF
LW T6,002C (SP)
LUI AT,8004
MTC1 R0,F6
SWC1 F4,E2B4 (AT) ;8003E2B4=7F7FFFFF: near fog value
LUI AT,8004
BEQ T6,R0,7F089EEC ;branches over solo sky tests
SWC1 F6,E2B8 (AT) ;8003E2B8=0: near fog * (intensity/far intensity)
//7F0B9E88:
LUI T1,8004
ADDIU V1,T1,E300 ;V1=8003E300: start of fog table 1
LH T7,0000 (V1) ;T7=stage#
LUI T8,8004
ADDIU T8,T8,E300 ;T8=8003E300
BEQ T7,R0,7F0B9EEC ;if stage=0, end of list 1 found
ADDIU A0,A3,0384 ;A0=A3+0x384: search stage# + set 9 offset - cutscene sky
LH V0,0000 (T8) ;V0=stage#
//7F0B9EA8: loop until a match is found
BNE A0,V0,7F0B9EDC ;branch if stage# doesn't match stage+set9
LUI V0,8007
//7F0B9EB0: sky match
ADDIU V0,V0,CF88 ;V0=8006CF88: p->sky
SW V1,0000 (V0) ;V1->8006CF88: save p->sky
LUI AT,8007
SW V1,CF8C (AT) ;V1->8006CF8C: save p->sky
LUI AT,8007
ADDIU T9,V1,0024 ;T9=V1+0x24: p->next sky
SW T9,CF90 (AT) ;T9->8006CF90: save p->end of sky data
JAL 7F0B99F8
LW A0,0000 (V0) ;A0=p->sky
BEQ R0,R0,7F0BA06C ;since you got a match, end this bugger
LW RA,0014 (SP)
//7F0B9EDC: loopus
LH V0,0024 (V1) ;V0=stage#
ADDIU V1,V1,0024 ;V1+=0x24: next sky
BNEZ V0,7F0B9EA8 ;branch if not at end of list
NOP
//7F0B9EEC: look for MP sky
LUI T1,8004
ADDIU T1,T1,E300 ;T1=8003E300: start of sky list 1
LH A1,0000 (T1) ;A1=stage#
LUI T2,8004
ADDIU T2,T2,E300 ;T2=8003E300: start of sky list 1
BEQ A1,R0,7F0B9F68 ;branch if at EOL
OR V1,T1,R0 ;V1=T1=8003E300: start of sky list 1
SLL T3,T0,0x2
SUBU T3,T3,T0
SLL T3,T3,0x3
ADDU T3,T3,T0
SLL T3,T3,0x2 ;T3=#players * 0x64
ADDU A0,A3,T3 ;A0=stage+MPoffset
LH V0,0000 (T2)
BNE A0,V0,7F0B9F58
LUI V0,8007
//7F0B9F2C:
ADDIU V0,V0,CF88
SW V1,0000 (V0)
LUI AT,8007
SW V1,CF8C (AT)
LUI AT,8007
ADDIU T4,V1,0024
SW T4,CF90 (AT)
JAL 7F0B99F8
LW A0,0000 (V0)
BEQ R0,R0,7F0BA06C
LW RA,0014 (SP)
//7F0B9F58:
LH V0,0024 (V1)
ADDIU V1,V1,0024
BNEZ V0,7F0B9F24
NOP
//7F0B9F68:
SLTI AT,T0,0002
BNEL AT,R0,7F0B9FE4
LUI AT,4170
BEQ A1,R0,7F0B9FE0
OR V1,T1,R0
SLL A0,T0,0x2
SUBU A0,A0,T0
SLL A0,A0,0x3
LUI T5,8004
ADDIU T5,T5,E300
ADDU A0,A0,T0
SLL A0,A0,0x2
LH V0,0000 (T5)
//7F0B9F9C:
BNE A0,V0,7F0B9FD0
LUI V0,8007
//7F0B9FA4:
ADDIU V0,V0,CF88
SW V1,0000 (V0)
LUI AT,8007
ADDIU T6,V1,0024
SW T6,CF90 (AT)
JAL 7F0B99F8
LW A0,0000 (V0)
BEQ R0,R0,7F0BA06C
LW RA,0014 (SP)
//7F0B9FD0:
LH V0,0024 (V1)
ADDIU V1,V1,0024
BNEZ V0,7F0B9F9C
NOP
//7F0B9FE0:
LUI AT,4170
MTC1 AT,F12
LUI AT,8005
LWC1 F14,D7C4 (AT)
SW A2,001C (SP)
JAL 700040A0
SW A3,0028 (SP) ;SP+28=A3: search stage#
LUI A0,8004
LUI AT,8007
ADDIU A0,A0,E9C0 ;A0=8003E9C0: sky table 2
SW R0,CF60 (AT) ;0->8006CF60:
LW T7,0000 (A0) ;T7=stage#
LW A2,001C (SP)
LW A3,0028 (SP) ;A3=search stage#
BEQ T7,R0,7F0BA048 ;branch if at end of table
OR V1,A0,R0 ;V1=A0=8003E9C0: sky table 2
//7F0BA020:
LUI T8,8004
ADDIU T8,T8,E9C0 ;T8=8003E9C0: sky table 2
LW V0,0000 (T8) ;V0=stage#
//7F0BA02C:
BNEL A3,V0,7F0BA03C ;branch if not a match
LW V0,0038 (V1)
OR A2,V1,R0 ;A2=p->sky
//7F0BA038:
LW V0,0038 (V1) ;V0=next stage#
ADDIU V1,V1,0038 ;V1+=0x38: next sky
BNEZ V0,7F0BA02C ;loop for all entries
NOP
//7F0BA048:
BNEZ A2,7F0BA054 ;branch if no table 2 hit found
NOP
OR A2,A0,R0 ;A2=A0: p->default sky
//7F0BA054:
JAL 7F0B9DA0 ;make table 2 sky active
OR A0,A2,R0 ;A0=A2: p->sky
LUI V0,8007
ADDIU V0,V0,CF88
SW R0,0000 (V0) ;0->8006CF88:
//7F0BA068:
LW RA,0014 (SP)
ADDIU SP,SP,0028
JR RA
NOP
7F0B99F8: set sky values - table 1
accepts: A0=p->sky
ADDIU SP,SP,FFC8
SW RA,0014 (SP)
LH T7,0004 (A0) ;T7=sky+4: far fog
LH T6,0002 (A0) ;T6=sky+2: near pervasiveness
SW A0,0038 (SP) ;SP+38=A0: sky
MTC1 T7,F6
MTC1 T6,F4
CVT.S.W F14,F6 ;F14=far fog
JAL 700040A0
CVT.S.W F12,F4 ;F12=near pervasiveness
JAL 700040FC
ADDIU A0,SP,0030 ;A0=SP+30: target for returned float (+0, +4)
JAL 7F0B3BB4 ;F0=8003AC4C: 1.0 cutoff. set higher blackens portals and kills objects unless very close
NOP
//7F0B9A30:
LWC1 F8,0030 (SP) ;F8=SP+30: probably near pervasiveness
LWC1 F4,0034 (SP) ;F4=SP+34: probably far fog
LW A1,0038 (SP) ;A1=sky
DIV.S F10,F8,F0
LUI AT,447A
LUI A0,8007
ADDIU A0,A0,CF84 ;A0=8006CF84
LUI A2,8007
ADDIU A2,A2,CF80 ;A2=8006CF80
LUI V1,8007
ADDIU V1,V1,CF68 ;V1=8006CF68
LUI V0,8004
ADDIU V0,V0,E2BC ;V0=8003E2BC: intensity
DIV.S F6,F4,F0
SWC1 F10,0030 (SP)
MTC1 AT,F4
SWC1 F6,0034 (SP)
LH T8,000C (A1)
MTC1 T8,F8
NOP
CVT.S.W F10,F8
DIV.S F6,F10,F4
MTC1 AT,F4
//7F0B9A8C:
LUI AT,8004
SWC1 F6,0000 (A0)
LH T9,000E (A1)
MTC1 T9,F8
NOP
CVT.S.W F10,F8
LWC1 F8,0034 (SP)
DIV.S F6,F10,F4
LWC1 F10,0030 (SP)
SUB.S F14,F8,F10
SWC1 F6,0000 (A2)
LWC1 F16,0000 (A2)
MUL.S F4,F14,F16
ADD.S F6,F10,F4
SWC1 F6,E2B4 (AT)
//7F0B9AC8:
LWC1 F2,0000 (A0)
LUI AT,8004
MUL.S F8,F14,F2
ADD.S F4,F10,F8
SWC1 F4,E2B8 (AT)
//7F0B9ADC:
LH T0,0002 (A1)
LUI AT,4300
MTC1 T0,F6
NOP
CVT.S.W F10,F6
DIV.S F8,F10,F0
SWC1 F8,0000 (V1)
LH T1,0004 (A1)
SUB.S F8,F16,F2
LWC1 F18,0000 (V1)
MTC1 T1,F4
SWC1 F8,0018 (SP)
CVT.S.W F6,F4
MTC1 AT,F4
LUI AT,3F00
MTC1 AT,F8
LUI AT,4380
DIV.S F10,F6,F0
LWC1 F6,0018 (SP)
SWC1 F10,0004 (V1)
//7F0B9B2C:
DIV.S F10,F4,F6
LWC1 F12,0004 (V1)
SUB.S F4,F8,F2
SWC1 F10,0020 (SP)
MTC1 AT,F10
LUI AT,3F80
MUL.S F8,F4,F10
SUB.S F10,F12,F18
SWC1 F10,0018 (SP)
MTC1 AT,F10
DIV.S F4,F8,F6
LWC1 F8,0020 (SP)
LUI AT,437F
NEG.S F6,F8
ADD.S F8,F18,F10
LWC1 F10,0018 (SP)
SWC1 F4,001C (SP)
MUL.S F4,F6,F12
NOP
MUL.S F6,F4,F8
MTC1 AT,F8
LUI AT,3F80
DIV.S F4,F6,F10
MTC1 AT,F10
LUI AT,437F
DIV.S F6,F4,F8
LWC1 F8,0020 (SP)
ADD.S F4,F12,F10
LWC1 F10,0018 (SP)
SWC1 F6,0010 (V1)
//7F0B9BA4:
MUL.S F6,F4,F8
LWC1 F8,001C (SP)
DIV.S F4,F6,F10
MTC1 AT,F10
LUI AT,4F80
ADD.S F6,F4,F8
DIV.S F4,F6,F10
SWC1 F4,0014 (V1)
//7F0B9BC4: light values
LH T2,000C (A1) ;T2=BG dif.light
SW T2,0000 (V0) ;T2->8003E2BC
LW T3,000E (A1) ;T3=far ambient light
SW T3,0004 (V0) ;T3->8003E2C0
//7F0B9BD4: fog values
LBU T4,0010 (A1) ;T4=fog red component
SB T4,0008 (V0) ;T4->8003E2C4
LBU T5,0011 (A1) ;T5=fog green component
SB T5,0009 (V0) ;T5->8003E2C5
LBU T6,0012 (A1) ;T6=fog blue component
SB T6,000A (V0) ;T6->8003E2C6
//7F0B9BEC: cloud values
LBU T7,0013 (A1) ;T7=cloud flag
SB T7,000B (V0) ;T7->8003E2C7
LH T8,0014 (A1) ;T8=cloud image repeat
MTC1 T8,F8
NOP
CVT.S.W F6,F8 ;F6=(float) cloud repeat
SWC1 F6,000C (V0) ;F6->8003E2C8
LBU T9,0016 (A1) ;T9=offset to sky image
SH T9,0010 (V0) ;T9->8003E2CC
LBU T0,0017 (A1) ;T0=cloud red component
MTC1 T0,F10
BGEZ T0,7F0B9C2C ;silly. always >= 0 because value is unsigned!
CVT.S.W F4,F10 ;F4=(float) cloud red component
//7F0B9C20: fix rollover that never occurs
MTC1 AT,F8 ;F8=4294967296.0 [4F800000]
NOP
ADD.S F4,F4,F8 ;F4=0x100000000 + value, rolling it around to a positive number
//7F0B9C2C:
SWC1 F4,0014 (V0) ;F4->8003E2D0
LBU T1,0018 (A1) ;T1=cloud green component
LUI AT,4F80
MTC1 T1,F6
BGEZ T1,7F0B9C50 ;silly. always >= 0 because value is unsigned!
CVT.S.W F10,F6
//7F0B9C44: fix rollover that never occurs
MTC1 AT,F8 ;F8=4294967296.0 [4F800000]
NOP
ADD.S F10,F10,F8 ;F10=0x100000000 + value, rolling it around to a positive number
//7F0B9C50:
SWC1 F10,0018 (V0) ;F10->8003E2D4
LBU T2,0019 (A1) ;T2=cloud green component
LUI AT,4F80
MTC1 T2,F4
BGEZ T2,7F0B9C74 ;silly. always >= 0 because value is unsigned!
CVT.S.W F6,F4
//7F0B9C68: fix rollover that never occurs
MTC1 AT,F8 ;F8=4294967296.0 [4F800000]
NOP
ADD.S F6,F6,F8 ;F6=0x100000000 + value, rolling it around to a positive number
//7F0B9C74: water values
SWC1 F6,001C (V0) ;F6->8003E2D8
LBU T3,001A (A1) ;T3=water flag
LUI AT,4F80
ADDIU T2,R0,0001 ;T2=1
SB T3,0020 (V0) ;T3->8003E2DC
LH T4,001C (A1) ;T4=water repeat value
MTC1 T4,F10
NOP
CVT.S.W F4,F10 ;F4=(float) water repeat value
SWC1 F4,0024 (V0) ;F4->8003E2E0
//7F0B9C9C:
LBU T5,001E (A1) ;T5=offset to water image
SH T5,0028 (V0) ;T5->8003E2E4
LBU T6,001F (A1) ;T6=water red component
MTC1 T6,F8
BGEZ T6,7F0B9CC0
CVT.S.W F6,F8
//7F0B9CB4:
MTC1 AT,F10
NOP
ADD.S F6,F6,F10
//7F0B9CC0:
SWC1 F6,002C (V0)
LBU T7,0020 (A1)
LUI AT,4F80
MTC1 T7,F4
BGEZ T7,7F0B9CE4
CVT.S.W F8,F4
//7F0B9CD8:
MTC1 AT,F10
NOP
ADD.S F8,F8,F10
//7F0B9CE4:
SWC1 F8,0030 (V0)
LBU T8,0021 (A1)
LUI AT,4F80
MTC1 T8,F6
BGEZ T8,7F0B9D08
CVT.S.W F4,F6
MTC1 AT,F10
NOP
ADD.S F4,F4,F10
//7F0B9D08: world concavity
SWC1 F4,0034 (V0)
LBU T9,0022 (A1) ;T9=world concavity
LUI AT,4F80
MTC1 T9,F8
BGEZ T9,7F0B9D2C
CVT.S.W F6,F8
MTC1 AT,F10
NOP
ADD.S F6,F6,F10
//7F0B9D2C:
SWC1 F6,0038 (V0)
LH V1,0006 (A1) ;V1=near fog value
LUI AT,8007
BNEL V1,R0,7F0B9D4C ;branch if near fog value present
MTC1 V1,F4
BEQ R0,R0,7F0B9D8C
SW R0,CF64 (AT) ;0->8006CF64
//7F0B9D48:
MTC1 V1,F4
LUI V0,8007
ADDIU V0,V0,CF98 ;V0=8006CF98
CVT.S.W F8,F4 ;F8=(float) near fog value
LUI AT,8007
SWC1 F8,0000 (V0)
LH T0,0008 (A1) ;T0=max obj vis. range
MTC1 T0,F10
NOP
CVT.S.W F6,F10 ;F6=(float) max obj vis. range
SWC1 F6,0004 (V0)
LH T1,000A (A1) ;T1=obfuscation range
MTC1 T1,F4
NOP
CVT.S.W F8,F4 ;F8=(float) obfuscation range
SWC1 F8,0008 (V0)
SW V0,CF64 (AT) ;8006CF98->8006CF64
//7F0B9D8C:
LW RA,0014 (SP)
LUI AT,8007
SW T2,CF60 (AT) ;1->8006CF60
JR RA
ADDIU SP,SP,0038
7F0B9DA0: set sky values - table 2
accepts: A0=p->sky
LBU T6,0004 (A0) ;T6=fog red component
LUI V0,8004
ADDIU V0,V0,E2BC ;V0=8003E2BC: current env.data
SB T6,0008 (V0) ;T6->8003E2C4
LBU T7,0005 (A0) ;T7=fog green component
SB T7,0009 (V0) ;T7->8003E2C5
LBU T8,0006 (A0) ;T8=fog blue component
SB T8,000A (V0) ;T8->8003E2C6
LBU T9,0007 (A0) ;T9=cloud flag
SB T9,000B (V0) ;T9->8003E2C7
LWC1 F4,0008 (A0) ;F4=cloud repeat value
SWC1 F4,000C (V0) ;F4->8003E2C8
LH T0,000C (A0) ;T0=cloud image offset
SH T0,0010 (V0) ;T0->8003E2CC
LWC1 F6,0010 (A0) ;F6=cloud red component
SWC1 F6,0014 (V0) ;F6->8003E2D0
LWC1 F8,0014 (A0) ;F8=cloud green component
SWC1 F8,0018 (V0) ;F8->8003E2D4
LWC1 F10,0018 (A0) ;F10=cloud blue component
SWC1 F10,001C (V0) ;F10->8003E2D8
LBU T1,001C (A0) ;T1=water flag
SB T1,0020 (V0) ;T1->8003E2DC
LWC1 F16,0020 (A0) ;F16=water repeat value
SWC1 F16,0024 (V0) ;F16->8003E2E0
LH T2,0024 (A0) ;T2=water image offset
SH T2,0028 (V0) ;T2->8003E2E4
LWC1 F18,0028 (A0) ;F18=water red component
SWC1 F18,002C (V0) ;F18->8003E2E8
LWC1 F4,002C (A0) ;F4=water green component
SWC1 F4,0030 (V0) ;F4->8003E2EC
LWC1 F6,0030 (A0) ;F6=water blue component
SWC1 F6,0034 (V0) ;F6->8003E2F0
LWC1 F8,0034 (A0) ;F8=world concavity distort
JR RA
SWC1 F8,0038 (V0) ;F8->8003E2F4
@@ -1,58 +0,0 @@
PAL uses a reduced fog/sky/water block format.
NOT ACCURATE except for size. Did this quickly just to start a document on the subject.
Trust nothing you see
entries 0x24 in size
0x0 2 stage ID number (or multiple thereof)
0x2 2 near pervasiveness of fog on rendered surfaces
0x4 2 far fog value; beyond this is complete obscurity
0x6 2 near fog value; distance from player to start of fog gradient
0x8 2 max obj vis. range; furthest dist standard (non-door) obj and actors are visible at
0xA 2 obj obfuscation range; objs start to 'fade' at this distance
0xC 2 default 996 BG: dif. in light. smaller # = foggier near player
0xE 2 default 1000 far ambient light value value. used with above two values
I think this is when fog occurs, and above two are subtracted to create the near fog boundry.
permillage. light/ambient=multiplier
0x10 1 red component 0-FF
0x11 1 green component 0-FF
0x12 1 blue component 0-FF
0x13 1 clouds 1-on/0-off
/*cloud-specific*/
0x14 2 default 5000; cloud image repeat value. larger = more repetitions (pushed to DL)
0x16 1 default 00; offset from loaded sky image (8B6) to image entry used for sky.
0x17 1 cloud red component 0-FF
0x18 1 cloud green component 0-FF
0x19 1 cloud blue component 0-FF
0x1A 1 unsigned byte Nonzero='water'; also pulls the object ambient light value...
0x1B 1 RESERVED
/*water-specific*/
0x1C 2 default -1000; water image repeat value. larger = more repetition (pushed to DL)
0x1E 1 default 01 or 02; offset to loaded water image entry.
0x1F 1 water highlight red component 0-FF
0x20 1 water highlight green component 0-FF
0x21 1 water highlight blue component 0-FF
0x22 1 world concavity distort! positive makes world concave, negative world convex. distorts perspective
0x23 1 RESERVED
currently active sky 8003E2B0, first sky at 8003E300
format is the same as NTSC, so that means it will be really easy to port it!
8003E2B4 [float] near fog value
8003E2B8 [float] near fog * (intensity/far intensity)
8003E2BC intensity
8003E2C0 far intensity
8003E2C4 fog colour
8003E2C8 [float] cloud repeat value
8003E2CC offset to sky image
8003E2D0 [float] red component
8003E2D4 [float] green component
8003E2D8 [float] blue component
8003E2DC water flag
8003E2E0 [float] water repeat value
8003E2E4 offset to water image
8003E2E8 [float] red component
8003E2EC [float] green component
8003E2F0 [float] blue component
8003E2F4 [float] world distort
@@ -1,535 +0,0 @@
fog elements, typically 0x5C
@4d88
80044928
80044940
80044c00
80044c28
80044c50
800449c8
80044ab0
80044b58
80044c68
80044ca0
format: 0x5c per entry
0x0 4 stage ID number (or multiple thereof)
(these values are more dedicated to obscuring stage/object elements)
0x4 4 (float) odd blend multiplier. pervasiveness of fog on rendered surfaces (ie. ground) closer than near fog value. Also affects the z index for the viewport to some degree but not on PAL.
0x8 4 (float) far fog value; beyond this is complete obscurity
0xC 4 (float) near fog value; distance from player to start of fog gradient
0x10 4 (float) max obj vis. range; furthest dist standard (non-door) obj and actors are visible at
0x14 4 (float) obj obfuscation range; objs start to 'fade' at this distance
0x18 4 (float) default 0 min obj vis range; nearest stand. objs are visible at. Always set to zero!
(note: these values are more dedicated to actual ambient fog lighting effect)
0x1C 4 long default 999 All Objects: difference between near and far ambient light. Intensity, in other words
0x20 4 long default 996 BG: dif. in light. smaller # = foggier near player
0x24 4 long default 1000 far ambient light value value. used with above two values
I think this is when fog occurs, and above two are subtracted to create the near fog boundry.
0x28 1 red component 0-FF
0x29 1 green component 0-FF
0x2A 1 blue component 0-FF
0x2B 1 clouds 1-on/0-off
0x2C 4 (float) default 5000; cloud image repeat value. larger = more repetitions (pushed to DL)
0x30 2 default 0000; offset from loaded sky image (8B6) to image entry used for sky.
0x32 2 reserved (0)
0x34 4 (float) cloud Red channel (alpha->red)
0x38 4 (float) cloud Green channel
0x3C 4 (float) cloud Blue channel
0x40 1 unsigned byte Nonzero='water'; also pulls the object ambient light value...
0x41 3 reserved (0)
0x44 4 (float) default -1000; water image repeat value. larger = more repetition (pushed to DL)
0x48 2 default 0001 or 0002; offset to loaded water image entry.
0x4A 2 reserved
0x4C 4 (float) water Red channel; these three values affect water highlight near the player only
0x50 4 (float) water Green channel
0x54 4 (float) water Blue channel
0x58 4 (float) world concavity distort! positive makes world concave, negative world convex. distorts perspective
Note: stages 1A, 36, default omit fog data (0x4-0x24 above):
0x0 stage ID
0x4 fog colour
0x8 cloud repeat value
etc...
currently active sky 4db0
81044dd4 ????
81044dd6 ????
water tag 4dec
01000000
statue 81044E12 0016
81044e38 0000
81044e3a 0801
-----------
control 81044E6E 0017
81044e94 0000
81044e96 0000
-----------
Archives 81044ECA 0018
81044EF0 0000
81044EF2 0001
-----------
train 81044F26 0019
81044f4c 0000
81044f4e 0801
part 2 81044F82 007D
81044fa8 0000
81044faa 0801
-----------
Streets 81044FDE 001D
81045004 1018
81045006 2001
-----------
depot 8104503A 001E
81045060 0000
81045062 0801
-----------
complex 81045096 001F
810450bc 2800
810450be 0001
-----------
Dam 810450F2 0021
81045118 1030
8104511A 6001
sky part 2 8104514E 03A5
81045174 1030
81045176 6001
-----------
facility 810451AA 0022
810451d0 1020
810451d2 1000
facility gas leak? 81045206 0086
8104522c 4080
8104522e 4000
-----------
Runway 81045262 0023
81045288 1030
8104528A 4001
-----------
Surface 1 810452BE 0024
810452E4 6060
810452E6 8001
-----------
jungle 8104531A 0025
81045340 459c
81045342 4000
-----------
temple 81045376 0026
8104539c 1818
8104539e 2801
-----------
Caverns 810453D2 0027
810453F8 0800
810453FA 0800
-----------
Cradle 8104542E 0029
81045454 6080
81045456 A001
-----------
Surface 2 8104548A 002B
810454B0 2010
810454B2 1001
sky part 2 810454E6 03AF
8104550C 2010
8104550E 1001
-----------
Bunker 2 81045542 001B
81045568 1000
8104556A 0001
-----------
complex MULTI
2pl 8104559E 00D1
810455C4 8078
810455C6 7000
3pl 810455FA 0135
81045620 8078
81045622 7000
4pl 81045656 0199
8104567C 8078
8104567E 7000
-----------
cradle MULTI
2pl 810456B2 00F1
810456D8 6080
810456DA A001
3pl 8104570E 0155
81045734 6080
81045736 A001
4pl 8104576A 01B9
81045790 6080
81045792 A001
-----------
temple MULTI
2pl 810457C6 00EE
810457ec 1818
810457ee 1801
3pl 81045822 0152
81045848 1818
8104584a 1801
4pl 8104587E 01B6
810458a0 1818
810458a2 1801
-----------
caverns MULTI
2pl 810458DA 00EF
81045900 0800
81045902 0800
3pl 81045936 0153
8104595C 0800
8104595E 0800
4pl 81045992 01B7
810459B8 0800
810459BA 0800
-----------
default multiplayer
statue, library/basement/stack, caves, bunker 2, facility, egyptian, archives
2pl 810459EE 00C8
81045A14 0000
81045A16 0000
3pl 81045A4A 012C
81045A70 0000
81045A72 0000
4pl 81045AA6 0190
81045ACC 0000
81045ACE 0000
-----------
citadel 81045B02 0028
81045B28 1850
81045B2A 3801
-----------
citadel MULTI
2pl 81045B5E 00F0
81045B84 1850
81045B86 3801
3pl 81045BBA 0154
81045BE0 1850
81045BE2 3801
4pl 81045C16 01B8
81045C3C 1850
81045C3E 3801
-----------
complex'S SECOND SKY! MULTI
2pl 81045C72 00E7
81045C98 2800
81045C9C 0001
3pl 81045CCE 014B
81045CF4 2800
81045CF6 0001
4pl 81045D28 01AF
81045D50 2800
81045D52 0001
-----------
aztec 81045D86 001C
81045dac 0000
81045dae 0001
second sky 81045DE2 0080
81045E08 0000
81045E0A 0001
-----------
egyptian 81045E3E 0020
81045e64 1030
81045e66 6001
second sky 81045E9A 0084
81045EC0 0000
81045EC2 0001
-----------
blank entry at 5ef4
followed by unusually different (yet valid) format
-----------
default/bunker 1 81045F50 FFFF + 81045F52 FFFF
81045F54 0010
81045F56 4000
-----------
frigate 81045F8A 001A
81045F8C 1030
81045F8E 6001
-----------
cuba 81045FC2 0036
81045FC4 3040
81045FC6 1000
--------------------------
0x64 b/w skies. solo 1, solo 2, multi 2pl, multi 3pl, multi 4pl. (I think...)
FFFF 1pl default (bunker 1,silo)
0009 {1pl bunker 1 beta}
0014 {1pl silo beta}
0016 1pl statue
0017 1pl control
0018 1pl archives
0019 1pl train
001A 1pl frigate
001B 1pl Bunker 2
001C 1pl aztec
001D 1pl streets
001E 1pl depot
001F 1pl complex
0020 1pl egypt
0021 1pl dam
0022 1pl facility
0023 1pl runway
0024 1pl surface 1
0025 1pl jungle
0026 1pl temple
0027 1pl caverns
0028 1pl citadel
0029 1pl Cradle
002B 1pl surface 2
002D {1pl Basement beta}
002E {1pl Stacks beta}
0030 {1pl Library beta}
0032 {1pl Caves beta}
0036 1pl cuba
0064 {1pl #2 default sky}
006D {1pl #2 bunker 1 beta}
0078 {1pl #2 silo beta}
007A {1pl #2 statue beta}
007B {1pl #2 control beta}
007C {1pl #2 archives beta}
007D 1pl #2 train
007E {1pl #2 frigate beta}
007F {1pl #2 Bunker 2 beta}
0080 1pl #2 aztec
0081 {1pl #2 streets beta}
0082 {1pl #2 depot beta}
0083 {1pl #2 complex beta}
0084 1pl #2 egypt
0085 {1pl #2 dam beta}
0086 1pl #2 facility
0087 {1pl #2 runway beta}
0088 {1pl #2 surface 1 beta}
0089 {1pl #2 jungle beta}
008A {1pl #2 temple beta}
008B {1pl #2 caverns beta}
008C {1pl #2 citadel beta}
008D {1pl #2 cradle beta}
008E {1pl #2 surface 2 beta}
0094 {1pl #2 library}
009A {1pl #2 cuba beta}
00C8 2pl default multi
00D1 2pl complex (BETA BUNKER 1?)
00DC {2pl silo beta}
00DE {2pl statue beta}
00DF {2pl control beta}
00E0 {2pl archives beta}
00E1 {2pl train beta}
00E2 {2pl frigate beta}
00E3 {2pl bunker 2 beta}
00E4 {2pl aztec beta}
00E5 {2pl streets beta}
00E6 {2pl depot beta}
00E7 2pl #2 complex
00E8 {2pl egypt beta}
00E9 {2pl dam beta}
00EA {2pl facility beta}
00EB {2pl runway beta}
00EC {2pl surface 1 beta}
00ED {2pl jungle beta}
00EE 2pl Temple
00EF 2pl caverns
00F0 2pl citadel
00F1 2pl cradle
00F2 {2pl surface 2 beta}
00F8 {2pl library}
00FE {2pl cuba beta}
012C 3pl default multi
0135 3pl complex {bunker 1?}
0140 {3pl silo beta}
0142 {3pl statue beta}
0143 {3pl control beta}
0144 {3pl archives beta}
0145 {3pl train beta}
0146 {3pl frigate beta}
0147 {3pl bunker 2 beta}
0148 {3pl aztec beta}
0149 {3pl streets beta}
014A {3pl depot beta}
014B 3pl #2 complex
014C {3pl egypt beta}
014D {3pl dam beta}
014E {3pl facility beta}
014F {3pl runway beta}
0150 {3pl surface 1 beta}
0151 {3pl jungle beta}
0152 3pl temple
0153 3pl caverns
0154 3pl citadel
0155 3pl cradle
0156 {3pl surface 2 beta}
015C {3pl library}
0162 {3pl cuba beta}
0190 4pl default multi
0199 4pl complex {bunker 1?}
01A4 {4pl silo beta}
01A6 {4pl statue beta}
01A7 {4pl control beta}
01A8 {4pl archives beta}
01A9 {4pl train beta}
01AA {4pl frigate beta}
01AB {4pl bunker 2 beta}
01AC {4pl aztec beta}
01AD {4pl streets beta}
01AE {4pl depot beta}
01AF 4pl #2 complex
01B0 {4pl egypt beta}
01B1 {4pl dam beta}
01B2 {4pl facility beta}
01B3 {4pl runway beta}
01B4 {4pl surface 1 beta}
01B5 {4pl jungle beta}
01B6 4pl temple
01B7 4pl caverns
01B8 4pl citadel
01B9 4pl cradle
01BA {4pl surface 2 beta}
01C0 {4pl library}
01C6 {4pl cuba beta}
x9 cutscenes?
03A5 1pl #2 dam?
03AF 1pl #2 surface 2?
one blank entry in the chart...plus room after it
---------------------------
statue multiplayer skies
81044E12 00DE
D002B523 0003
81044E12 0142
D002B523 0004
81044E12 01A6
control multiplayer skies
(not necessary)
81044E6E 00DF
D002B523 0003
81044E6E 0143
D002B523 0004
81044E6E 01A7
archives multiplayer skies
81044ECA 00E0
D002B523 0003
81044ECA 0144
D002B523 0004
81044ECA 01A8
train multiplayer skies
81044F26 00E1
D002B523 0003
81044F26 0145
D002B523 0004
81044F26 01A9
frigate multiplayer skies
(minus water...)
81045F8A 00E2
D002B523 0003
81045F8A 0146
D002B523 0004
81045F8A 01AA
Bunker 2 multiplayer skies
81045542 00E3
D002B523 0003
81045542 0147
D002B523 0004
81045542 01AB
aztec multiplayer skies
81045D86 00E4
D002B523 0003
81045D86 0148
D002B523 0004
81045D86 01AC
streets multiplayer skies
81044FDE 00E5
D002B523 0003
81044FDE 0149
D002B523 0004
81044FDE 01AD
depot multiplayer skies
8104503A 00E6
D002B523 0003
8104503A 014A
D002B523 0004
8104503A 01AE
egyptian multiplayer skies
81045E3E 00E8
D002B523 0003
81045E3E 014C
D002B523 0004
81045E3E 01B0
egyptian after dark multiplayer skies
81045E9A 00E8
D002B523 0003
81045E9A 014C
D002B523 0004
81045E9A 01B0
dam multiplayer skies
(minus the water...)
810450F2 00E9
D002B523 0003
810450F2 014D
D002B523 0004
810450F2 01B1
facility multiplayer skies
810451AA 00EA
D002B523 0003
810451AA 014E
D002B523 0004
810451AA 01B2
runway multiplayer skies
81045262 00EB
D002B523 0003
81045262 014F
D002B523 0004
81045262 01B3
surface 1 multiplayer skies
810452BE 00EC
D002B523 0003
810452BE 0150
D002B523 0004
810452BE 01B4
jungle multiplayer skies
8104531A 00ED
D002B523 0003
8104531A 0151
D002B523 0004
8104531A 01B5
surface 2 multiplayer skies
8104548A 00F2
D002B523 0003
8104548A 0156
D002B523 0004
8104548A 01BA
surface 2 sky in surface 1 multi
8104548A 00EC
D002B523 0003
8104548A 0150
D002B523 0004
8104548A 01B4
cuba multiplayer skies
81045FC2 00FE
D002B523 0003
81045FC2 0162
D002B523 0004
81045FC2 01C6
@@ -1,79 +0,0 @@
format:
0x0 1 type
0x1 1 #commands, 0x8 each
0x2 2 RESERVED
0x4 var data
for multi-command entries, 645 is a type identifier for portal offsets and 65 the identifier for room numbers.
type 00: end
00.01.0000 00000000
type 01: push d to stack
01.01.0000 dddddddd
type 02: pull off stack
02.01.0000 00000000
type 03: AND and merge last two values on stack
03.01.0000 00000000
type 04: OR and merge last two values on stack
04.01.0000 00000000
type 05: ! last value on stack
05.01.0000 00000000
type 06: XOR and merge last two values on stack
06.01.0000 00000000
type 14: push TRUE/FALSE to stack if within range of rooms
14.03.0000 00000000 65000000 000000rr 65000000 000000rr
type 1E: force visible
1E.01.0000 00000000
type 1F: match visibility to that of portal
1F.02.0000 00000000 64000000 pppppppp
type 20: add visible room
20.02.0000 00000000 65000000 000000rr
type 21: initialize block; removes visibility
21.01.0000 00000000
type 22: make visible if portal can view room
22.02.0000 00000000 64000000 pppppppp
type 23: remove visibility if portal can not view room
23.02.0000 00000000 64000000 pppppppp
type 24: disable room (1->room[r]+34)
24.02.0000 00000000 65000000 000000rr
type 25: disable rooms (1->room[r1:r2]+34)
24.03.0000 00000000 65000000 000000r1 65000000 000000r2
type 26: preload room
26.02.0000 00000000 65000000 000000rr
type 27: preload range of rooms
27.03.0000 00000000 65000000 000000rr 65000000 000000rr
type 50: IF statement (re-entrant)
50.01.0000 00000000
type 51: disable reading commands; if reading disabled, also disables parent
51.01.0000 00000000
type 52: ENDIF FALSE, command reading enabled
52.01.0000 00000000
type 5A: IF(pulled condition) statement (re-entrant)
5A.01.0000 00000000
type 5B: toggle reading/ignoring commands
5B.01.0000 00000000
type 5C: ENDIF
5C.01.0000 00000000
@@ -1,620 +0,0 @@
S1=p->current command [801B68EC]
command structure:
0x0 1 type
0x1 1 minimum number of commands expected in type
0x2 2 reserved
0x4 4 data
parsing through 7F0B8480
processing uses commands @ 80058C80 (0xD) and 80058CB4 (0x28)
7F0B84D0 type 00 normal termination [set position to start and break]
7F0B84D8 type 01 push to stack
7F0B84F8 type 02 pull from stack
7F0B8518 type 03 & and merge last two on stack
7F0B8548 type 04 | and merge last two on stack
7F0B8578 type 05 ! last on stack
7F0B85A0 type 06 ^ last two on stack
7F0B89F0 type 07 terminate (invalid type)
7F0B89F0 type 08 terminate (invalid type)
7F0B89F0 type 09 terminate (invalid type)
7F0B89F0 type 0A terminate (invalid type)
7F0B89F0 type 0B terminate (invalid type)
7F0B89F0 type 0C terminate (invalid type)
7F0B89F0 type 0D terminate (invalid type)
7F0B89F0 type 0E terminate (invalid type)
7F0B89F0 type 0F terminate (invalid type)
7F0B89F0 type 10 terminate (invalid type)
7F0B89F0 type 11 terminate (invalid type)
7F0B89F0 type 12 terminate (invalid type)
7F0B89F0 type 13 terminate (invalid type)
7F0B85D0 type 14 push true/false if in range of rooms
7F0B89F0 type 15 terminate (invalid type)
7F0B89F0 type 16 terminate (invalid type)
7F0B89F0 type 17 terminate (invalid type)
7F0B89F0 type 18 terminate (invalid type)
7F0B89F0 type 19 terminate (invalid type)
7F0B89F0 type 1A terminate (invalid type)
7F0B89F0 type 1B terminate (invalid type)
7F0B89F0 type 1C terminate (invalid type)
7F0B89F0 type 1D terminate (invalid type)
7F0B8614 type 1E force visible
7F0B8654 type 1F match portal visibility
7F0B8788 type 20 add visible room
7F0B8914 type 21 remove visibility [save S7->S4]
7F0B86A8 type 22 visible if seen through portal
7F0B8714 type 23 not visible if not seen through portal
7F0B87F4 type 24 disable room
7F0B8828 type 25 disable range of rooms
7F0B8884 type 26 preload room
7F0B88B8 type 27 preload range of rooms
7F0B8930 type 50 if statement
7F0B896C type 51 don't execute commands even on return
7F0B8954 type 52 endif and continue executing commands
7F0B89F0 type 53 terminate (invalid type)
7F0B89F0 type 54 terminate (invalid type)
7F0B89F0 type 55 terminate (invalid type)
7F0B89F0 type 56 terminate (invalid type)
7F0B89F0 type 57 terminate (invalid type)
7F0B89F0 type 58 terminate (invalid type)
7F0B89F0 type 59 terminate (invalid type)
7F0B8990 type 5A if(pull from stack) statement
7F0B89C8 type 5B toggle execute vs read only
7F0B89E0 type 5C endif
Actual execution is more complex than originaly deemed. There are multiple tables of entries, and entries can be toggled on-off during processing. Execution only occurs when breaks are intered, so table management is key. Aegh...
+-+ types in detail
7F0B8374 ECEA4 push A0 onto 800448A8 table; V0=value written
accepts: A0=value to set onto table
LUI A1,8004
ADDIU A1,A1,48F8
LW V1,0000 (A1) ;V1=800448F8: index.cur, or alternately total entries
LUI AT,8004
OR V0,A0,R0 ;V0=A0: value
SLL T6,V1,0x2
ADDU AT,AT,T6
SW A0,48A8 (AT) ;A0->800448A8+offset: save value to final (current) entry
ADDIU AT,R0,0014 ;AT=0x14
ADDIU T7,V1,0001 ;T7=?+1 increment index
DIV T7,AT
MFHI T8 ;T8=T7%0x14
SW T8,0000 (A1) ;save new index
JR RA
NOP
7F0B83B0 ECEE0 pull V0 from 800448A8 table
LUI A0,8004
ADDIU A0,A0,48F8
LW T6,0000 (A0) ;T6=800448F8: index.cur
ADDIU AT,R0,0014 ;AT=0x14
LUI V1,8004
ADDIU T7,T6,0013 ;previous
DIV T7,AT
MFHI T8
SLL T0,T8,0x2 ;T0=previous index -> offset
ADDU V1,V1,T0
SW T8,0000 (A0) ;save new index value to 800448F8
JR RA
LW V0,48A8 (V1) ;V0=800448A8+offset: value pulled from table
7F0B83E4 ECF14 pull V0 from entry A0 in 800458A8 table
accepts: A0=entry to pull
LUI T6,8004
LW T6,48F8 (T6) ;T6=800448F8: #entries
ADDIU AT,R0,0014 ;AT=0x14
LUI V0,8004
SUBU T7,T6,A0 ;T7=index.cur-A0: nth entry from end to start
ADDIU T8,T7,0013 ;T8=T7-1: previous entry
DIV T8,AT
MFHI T9 ;T9=T8%0x14
SLL T0,T9,0x2 ;T0=T9->offset
ADDU V0,V0,T0
JR RA
LW V0,48A8 (V0) ;V0->800448A8+offset: value pulled from table[A0]
+_+
7F0B8414 ECF44 parse global visibility command list
accepts: A0=p->cmd, A1=mode
ADDIU SP,SP,FF80
SW S3,0024 (SP)
SW S2,0020 (SP)
SW S1,001C (SP)
LUI AT,8008
OR S1,A0,R0 ;S1=A0: p->cmd
OR S2,A1,R0 ;S2=A1: mode
SW RA,003C (SP)
SW S8,0038 (SP)
SW S7,0034 (SP)
SW S6,0030 (SP)
SW S5,002C (SP)
SW S4,0028 (SP)
SW S0,0018 (SP)
ADDIU S3,R0,0001 ;S3=1
BNEZ A0,7F0B8460 ;return if A0 NULL
SW R0,1610 (AT) ;0->80081610: return value for 'conditional' types
BEQ R0,R0,7F0B89F4
OR V0,A0,R0
//7F0B8460:
LUI S8,8008
LUI S6,8008
LUI S4,8004
ADDIU S4,S4,48FC ;S4= 800448FC
ADDIU S6,S6,1600 ;S6= 80081600
ADDIU S8,S8,A0B0 ;S8= 8007A0B0: p->BONDdata
ADDIU S7,R0,0001 ;S7= 1
ADDIU S5,R0,0001 ;S5= 1
//7F0B8480: process command
LBU A0,0000 (S1) ;A0=cmd.type
SLTI AT,A0,0028
BNEZ AT,7F0B84B0 ;skip if 0-27
ADDIU T6,A0,FFB0
//7F0B8490: commands 50-5C
SLTIU AT,T6,000D
BEQ AT,R0,7F0B89F0 ;return if invalid
SLL T6,T6,0x2
LUI AT,8006
ADDU AT,AT,T6
LW T6,8C80 (AT) ;T6=80058C80+offset: handler for types 50-5C
JR T6
NOP
//7F0B84B0: commands 0-27
SLTIU AT,A0,0028
BEQ AT,R0,7F0B89F0 ;return if invalid
SLL T7,A0,0x2
LUI AT,8006
ADDU AT,AT,T7
LW T7,8CB4 (AT) ;T6=80058CB4+offset: handler for types 50-5C
JR T7
NOP
7F0B84D0 type 00 break
BEQ R0,R0,7F0B89F4 ;return V0=p->cmd
OR V0,S1,R0
7F0B84D8 type 01 ???; push DATA onto 800448A8 stack
BEQL S2,R0,7F0B84EC ;if mode 0, ignore command
LBU T8,0001 (S1)
JAL 7F0B8374 ;push A0 onto table
LW A0,0004 (S1) ;A0=data
//7F0B84E8: advance
LBU T8,0001 (S1) ;cmd.size
SLL T9,T8,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T9 ;S1=next cmd
7F0B84F8 type 02 ???; pull V0 off 800448A8 stack
BEQL S2,R0,7F0B850C ;if mode 0, ignore command
LBU T0,0001 (S1)
JAL 7F0B83B0 ;pull V0 from stack
NOP
//7F0B8508:
LBU T0,0001 (S1) ;cmd.size
SLL T1,T0,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T1 ;S1=next cmd
7F0B8518 type 03 ???; AND last two values on stack and replace
BEQL S2,R0,7F0B853C ;if mode 0, ignore command
LBU T2,0001 (S1)
JAL 7F0B83B0 ;pull V0 off stack
NOP
JAL 7F0B83B0 ;pull V0 off stack
OR S0,V0,R0 ;S0=V0: value 1
JAL 7F0B8374 ;push A0 onto stack
AND A0,V0,S0 ;A0=value2 & value1
//7F0B8538:
LBU T2,0001 (S1) ;cmd.size
SLL T3,T2,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T3 ;S1=next cmd
7F0B8548 type 04 ??? OR last two values on stack and replace
BEQL S2,R0,7F0B856C ;if mode 0, ignore command
LBU T4,0001 (S1)
JAL 7F0B83B0 ;pull V0 off stack
NOP
JAL 7F0B83B0 ;pull V0 off stack
OR S0,V0,R0 ;S0=V0: value 1
JAL 7F0B8374 ;push A0 onto stack
OR A0,V0,S0 ;A0=V0 | S0
//7F0B8568:
LBU T4,0001 (S1) ;cmd.size
SLL T5,T4,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T5 ;S1=next cmd
7F0B8578 type 05 ??? ! last value on stack
BEQL S2,R0,7F0B8594 ;if mode 0, ignore command
LBU T6,0001 (S1)
JAL 7F0B83B0 ;pull V0 off stack
NOP
JAL 7F0B8374 ;push A0 onto stack
SLTIU A0,V0,0001 ;A0=!V0
//7F0B8590:
LBU T6,0001 (S1) ;cmd.size
SLL T7,T6,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T7 ;S1=next cmd
7F0B85A0 type 06 ??? XOR last two values on stack
BEQL S2,R0,7F0B85C4 ;if mode 0, ignore command
LBU T8,0001 (S1)
JAL 7F0B83B0 ;pull V0 off stack
NOP
JAL 7F0B83B0 ;pull V0 off stack
OR S0,V0,R0 ;S0=V0: value 1
JAL 7F0B8374 ;push A0 onto stack
XOR A0,V0,S0 ;A0=value2^value1
//7F0B85C0:
LBU T8,0001 (S1) ;cmd.size
SLL T9,T8,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T9 ;S1=next cmd
7F0B85D0 type 14 range of rooms capable of sight
BEQ S2,R0,7F0B8604 ;if mode 0, ignore command
LUI V0,8004
LW V0,4838 (V0) ;V0=80044838: current room?
LW T0,000C (S1) ;T0=room #1
SLT A0,V0,T0
XORI A0,A0,0001 ;A0=TRUE if ? >= room1
BEQ A0,R0,7F0B85FC ;branch if included in range
NOP
LW T1,0014 (S1) ;T1=room #2
SLT A0,T1,V0
XORI A0,A0,0001 ;A0=TRUE if room2 >= ?
//7F0B85FC: pushes 1 to stack if cur. within range
JAL 7F0B8374 ;push A0 onto stack
NOP
//7F0B8604:
LBU T2,0001 (S1) ;cmd.size
SLL T3,T2,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T3 ;S1=next cmd
7F0B8614 type 1E force room visible without need of portals
BEQL S2,R0,7F0B8648 ;if mode 0, ignore command
LBU T4,0001 (S1)
LW V0,0000 (S8) ;V0=p->BONDdata
LWC1 F4,1118 (V0)
SWC1 F4,0000 (S6) ;BONDdata+1118 -> 80081600+0
LWC1 F6,111C (V0)
SWC1 F6,0004 (S6) ;BONDdata+111C -> 80081600+4
LWC1 F8,1120 (V0)
SWC1 F8,0008 (S6) ;BONDdata+1120 -> 80081600+8
LWC1 F10,1124 (V0)
SW R0,0000 (S4) ;0->800448FC
SWC1 F10,000C (S6) ;BONDdata+1124 -> 80081600+C
//7F0B8644:
LBU T4,0001 (S1) ;cmd.size
SLL T5,T4,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T5 ;S1=next cmd
7F0B8654 type 1F match portal visibility
BEQ S2,R0,7F0B8698 ;if mode 0, ignore command
OR A1,S6,R0 ;A1= 80081600
JAL 7F0B5864
LW A0,000C (S1) ;A0=portal
BNEL V0,R0,7F0B8678 ;disable unless referenced
LW A1,0000 (S8)
BEQ R0,R0,7F0B8698
SW S7,0000 (S4) ;1->800448FC
//7F0B8674: V0!=0
LW A1,0000 (S8) ;A1=p->BONDdata
OR A0,S6,R0 ;A0= 80081600
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
ADDIU A1,A1,1118 ;A1=BONDdata+1118
BNEL V0,R0,7F0B8698 ;if set, make visible: 0->800448FC
SW R0,0000 (S4)
BEQ R0,R0,7F0B8698 ;else 1->800448FC
SW S7,0000 (S4) ;1->800448FC
//7F0B8694:
SW R0,0000 (S4)
//7F0B8698:
LBU T6,0001 (S1) ;cmd.size
SLL T7,T6,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T7 ;S1=next cmd
7F0B8788 type 20 add visible room
BEQL S2,R0,7F0B87E8 ;if mode 0, ignore command
LBU T7,0001 (S1)
LW T4,0000 (S4)
OR A1,S6,R0 ;A1=S6: 80081600
BNEL T4,R0,7F0B87E8 ;ignore if 800448FC set: not visible
LBU T7,0001 (S1)
JAL 7F0B5208
LW A0,000C (S1) ;A0=room#
BEQ V0,R0,7F0B87E4 ;ignore if FALSE
OR A1,R0,R0 ;A1=0
LW A0,000C (S1) ;A0=room#
OR A2,S6,R0 ;A2=S6: 80081600
JAL 7F0B39BC
OR A3,R0,R0 ;A3=0
//7F0B87C0: add room to list and increment total
LUI V1,8008
LW V1,C038 (V1) ;V1=8007C038: number of visible rooms in list
LW T5,000C (S1) ;T5=room#
LUI AT,8008
ADDU AT,AT,V1
SB T5,BFA0 (AT) ;T5->8007BFA0+offset: save room# to list
LUI AT,8008
ADDIU T6,V1,0001 ;T6=V1+1
SW T6,C038 (AT) ;T6->8007C038: save new count
//7F0B87E4:
LBU T7,0001 (S1) ;cmd.size
SLL T8,T7,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T8 ;S1=next cmd
7F0B8914 type 21 begin new block; set not visible
BEQL S2,R0,7F0B8924 ;if mode 0, ignore command
LBU T5,0001 (S1)
SW S7,0000 (S4) ;1->800448FC
//7F0B8920:
LBU T5,0001 (S1) ;cmd.size
SLL T6,T5,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T6 ;S1=next cmd
7F0B86A8 type 22 make visible if portal can view room
BEQ S2,R0,7F0B8704 ;if mode 0, ignore command
ADDIU A1,SP,0068 ;A1=SP+68
JAL 7F0B5864
LW A0,000C (S1) ;A0=cmd+C: portal#
BEQL V0,R0,7F0B8708 ;ignore if not referenced
LBU T9,0001 (S1)
LW A1,0000 (S8) ;A1=p->cur.BONDdata
ADDIU A0,SP,0068 ;A0=SP+68
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
ADDIU A1,A1,1118 ;A1=p->cur.BONDdata+1118: unknown float use in no_portals_necessary
BEQL V0,R0,7F0B8708 ;ignore if portal not visible
LBU T9,0001 (S1)
//7F0B86D8: copy perspective info or something like that
LW T8,0000 (S4) ;T8=800448FC: current visibility setting
ADDIU A1,SP,0068 ;A1=SP+68
OR A0,S6,R0 ;A0=S6:
BEQ T8,R0,7F0B86FC ;skip if room already set visible
NOP
JAL 7F0B5D58 ;copies 4 floats from A1->A0
OR A0,S6,R0 ;A0=S6: 80081600
BEQ R0,R0,7F0B8704
SW R0,0000 (S4) ;0->800448FC: make visible
//7F0B86FC:
JAL 7F0B5CC0
ADDIU A1,SP,0068 ;A1=SP+68
//7F0B8704:
LBU T9,0001 (S1) ;cmd.size
SLL T0,T9,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T0 ;S1=next cmd
7F0B8714 type 23 remove visibility if portal can not view room
BEQL S2,R0,7F0B877C ;if mode 0, ignore command
LBU T2,0001 (S1)
LW T1,0000 (S4) ;T1=800448FC
ADDIU A1,SP,0058 ;A1=SP+58
BNEL T1,R0,7F0B877C ;ignore command if T1!=0
LBU T2,0001 (S1)
JAL 7F0B5864
LW A0,000C (S1) ;A0=portal#
BNEL V0,R0,7F0B8748
LW A1,0000 (S8)
BEQ R0,R0,7F0B8778
SW S7,0000 (S4) ;1->800448FC
//7F0B8744: when V0!=0
LW A1,0000 (S8)
ADDIU A0,SP,0058 ;A0=SP+58
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
ADDIU A1,A1,1118 ;A1=cur.BONDdata+1118
BNEZ V0,7F0B8764 ;if not in line-of-sight, kill visibility
OR A0,S6,R0 ;A0=S6: 80081600
BEQ R0,R0,7F0B8778
SW S7,0000 (S4) ;1->800448FC
//7F0B8764:
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
ADDIU A1,SP,0058 ;A1=SP+58
BNEL V0,R0,7F0B877C ;if not within perspective also kill visibility
LBU T2,0001 (S1)
SW S7,0000 (S4) ;1->800448FC
//7F0B8778:
LBU T2,0001 (S1) ;cmd.size
SLL T3,T2,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T3 ;S1=next cmd
7F0B87F4 type 24 save 1 to entry +34 in room table
BEQL S2,R0,7F0B881C ;if mode 0, ignore command
LBU T1,0001 (S1)
LW T9,000C (S1) ;T9=room#
LUI AT,8004
SLL T0,T9,0x2
ADDU T0,T0,T9
SLL T0,T0,0x4 ;T0=T9*0x50
ADDU AT,AT,T0
SB S5,1448 (AT) ;1->80041414+34+offset:
//7F0B8818:
LBU T1,0001 (S1) ;cmd.size
SLL T2,T1,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T2 ;S1=next cmd
7F0B8828 type 25 set flag for rooms between val1 and val2
BEQL S2,R0,7F0B8878 ;if mode 0, ignore command
LBU T7,0001 (S1)
LW V0,000C (S1) ;V0=room.start
LW T3,0014 (S1) ;T3=room.end
LUI T5,8004
SLL T4,V0,0x2
SLT AT,T3,V0
BNEZ AT,7F0B8874 ;end if room.end < room.start
ADDU T4,T4,V0
SLL T4,T4,0x4 ;T4=value1*0x50
ADDIU T5,T5,1414
ADDU V1,T4,T5 ;V1=80041414+offset: p->room
SB S5,0034 (V1) ;1->V1+34: ?->80041414+val1offset+34
//7F0B885C: loop while cur>=end
LW T6,0014 (S1) ;T6=end
ADDIU V0,V0,0001 ;V0++ next room
ADDIU V1,V1,0050 ;V1+=50 next entry
SLT AT,T6,V0
BEQL AT,R0,7F0B885C
SB S5,0034 (V1) ;1->room+34:
//7F0B8874:
LBU T7,0001 (S1) ;cmd.size
SLL T8,T7,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T8 ;S1=next cmd
7F0B8884 type 26 preload room
BEQL S2,R0,7F0B88AC ;if mode 0, ignore command
LBU T0,0001 (S1)
BEQL S3,R0,7F0B88AC ;skip if room.loaded flag not set
LBU T0,0001 (S1)
JAL 7F0B6314
LW A0,000C (S1) ;A0=room#
SLTIU S3,V0,0001 ;S3= !value: TRUE if room.loaded flag set
ANDI T9,S3,00FF
OR S3,T9,R0 ;(byte) S3
//7F0B88A8:
LBU T0,0001 (S1) ;cmd.size
SLL T1,T0,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T1 ;S1=next cmd
7F0B88B8 type 27 preload range of rooms
BEQL S2,R0,7F0B8908 ;if mode 0, ignore command
LBU T3,0001 (S1)
LW S0,000C (S1) ;S0=room.start
LW V1,0014 (S1) ;V1=room.end
SLT AT,V1,S0 ;TRUE if end<start
BNEL AT,R0,7F0B8908
LBU T3,0001 (S1)
//7F0B88D4: while val2<val1
BEQL S3,R0,7F0B88F8 ;skip if room.loaded flag not set
ADDIU S0,S0,0001 ;S0++ val1++
JAL 7F0B6314
OR A0,S0,R0 ;A0=room#
SLTIU S3,V0,0001 ;S3= !value: TRUE if room.loaded flag set
ANDI T2,S3,00FF
OR S3,T2,R0 ;(byte) S3
LW V1,0014 (S1) ;V1=end
ADDIU S0,S0,0001 ;S0++ room#++
//7F0B88F8:
SLT AT,V1,S0 ;TRUE if end<cur
BEQ AT,R0,7F0B88D4
NOP
//7F0B8904:
LBU T3,0001 (S1) ;cmd.size
SLL T4,T3,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T4 ;S1=next cmd
7F0B8930 type 50 re-entrant: calls following command block as its own 'thread'
LBU T7,0001 (S1) ;cmd.size
OR A1,S2,R0 ;A1=S2: preserve mode
SLL T8,T7,0x3
JAL 7F0B8414 ;calls this command parser using next command as start!
ADDU A0,T8,S1 ;A0=next command
LBU T9,0001 (V0) ;cmd.size
SLL T0,T9,0x3
BEQ R0,R0,7F0B8480
ADDU S1,V0,T0
7F0B896C type 51 ignore commands; disable reading commands on return if read org. enabled
LBU T3,0001 (S1) ;cmd.size
SLTU V0,R0,S2 ;TRUE if S2
OR S2,R0,R0 ;S2=0 no longer read commands
SLL T4,T3,0x3
BEQ V0,R0,7F0B8480 ;set 80081610 if reading commands
ADDU S1,S1,T4 ;S1=next cmd
LUI AT,8008
BEQ R0,R0,7F0B8480
SW S7,1610 (AT) ;1->80081610
7F0B8954 type 52 return and permit reading commands
LBU T1,0001 (S1) ;cmd.size
LUI AT,8008
SW R0,1610 (AT) ;0->80081610
SLL T2,T1,0x3
BEQ R0,R0,7F0B89F4 ;return V0=p->next command
ADDU V0,S1,T2
7F0B8990 type 5A re-entrant: calls parser in previously set mode, setting mode on return
JAL 7F0B83B0 ;pull V0 off stack
NOP
LBU T5,0001 (S1) ;cmd.size
AND A1,V0,S2 ;A1= mode & result
SLL T6,T5,0x3
JAL 7F0B8414 ;calls this command parser using next command
ADDU A0,T6,S1
LUI T7,8008
LW T7,1610 (T7) ;T7=80081610
OR S1,V0,R0
BEQL T7,R0,7F0B8484 ;if 80081610 set, set mode to 0 (ignore command)
LBU A0,0000 (S1)
BEQ R0,R0,7F0B8480
OR S2,R0,R0
7F0B89C8 type 5B toggle S2 flag (read/ignore commands)
LBU T9,0001 (S1) ;cmd.size
XORI T8,S2,0001
OR S2,T8,R0 ;untoggle S2 flag
SLL T0,T9,0x3
BEQ R0,R0,7F0B8480
ADDU S1,S1,T0 ;S1=next cmd
7F0B89E0 type 5C return p->next command
LBU T1,0001 (S1) ;cmd.size
SLL T2,T1,0x3
BEQ R0,R0,7F0B89F4
ADDU V0,S1,T2 ;V0=p->next command
7F0B89F0 terminate
OR V0,S1,R0 ;return V0=p->cmd
//7F0B89F4: return
LW RA,003C (SP)
LW S0,0018 (SP)
LW S1,001C (SP)
LW S2,0020 (SP)
LW S3,0024 (SP)
LW S4,0028 (SP)
LW S5,002C (SP)
LW S6,0030 (SP)
LW S7,0034 (SP)
LW S8,0038 (SP)
JR RA
ADDIU SP,SP,0080
+_+
7F0B6314 EAE44
accepts: A0=room#
SLL T6,A0,0x2
ADDU T6,T6,A0
LUI T7,8004
ADDIU T7,T7,1414
SLL T6,T6,0x4 ;T6=A0*0x50
ADDU V0,T6,T7
LBU T9,0002 (V0) ;80041414+2+offset: rooms.loaded
ADDIU SP,SP,FFE8
ADDIU T8,R0,0001
SW RA,0014 (SP)
BNEZ T9,7F0B6354 ;return FALSE if models already loaded
SB T8,0035 (V0) ;1->rooms+35:
JAL 7F0B6368
NOP
BEQ 7F0B6358 ;return TRUE
ADDIU V0,R0,0001
//7F0B6354: return FALSE
OR V0,R0,R0
//7F0B6358: return
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
@@ -1,18 +0,0 @@
0x0 4 offset/pointer to portal vertex list
0x4 1 parent room
0x5 1 child room
0x6 1 flags
01
02
0x7 1 counter
F0 repeat counter
0F value
08 set if upper nibble set
Portals are defined by vertex tables at the given offset. These connect the parent room with the child room and are bi-directionally visable.
Byte 7:
F2= lower nibble / 2
if upper nibble set, F2+=F2
@@ -1,169 +0,0 @@
Background Data
---------------
Background data consists of three seperate orders of files. The primary background file is an uncompressed binary. This binary contains offsets to the 1172 (z-custom) compressed room data. Room data is partitioned into one or two display lists and a point table. The final file is an 1172 compressed clipping file that dictates the playable area. This will be covered in a seperate document.
The primary background file consists of several sections. First are a list of offsets to the room mapping and point binaries. Second is a list of special globalized visibility, triggering multiple rooms to be visible at once through pseudocode. Lastly are the room portals and a table relating what rooms are interlinked.
The background file's header indicates at what offset each of these is located at. All offsets are relative to the location of the primary background file in ROM and are preceeded by a value, indicating the scope of that offset. Only use the lower three bytes of each offset, and add it to the initial ROM location of the file.
0x0 4 reserved
0x4 4 offset to room data table
0x8 4 offset to portal data table
0xC 4 offset to global visibility commands
---------------
Room Data Table
The room data table contains a wide assortment of data. Each room is positioned within the level using the position data given here. It also contains pointers to each of the mapping and point table blocks used to construct the room. The beginning of the table is given at bg_file offset 0x4, starting with room 0. Room 0 is always invalid, so all the values in this struct will be set to zero. The last entry is also not a valid room. It exists for the sole purpose of demarking the filesizes of the previous room's entries.
Each rooms' x, y, and z positions are given as floating-point numbers. To ensure the model aligns with the possible clipping coordinates, these values will always translate to integer values. All values are relative to the stage centerpoint; 0,0,0.
The file offsets are offsets from the ROM location of the bg_file. The first byte of each offset should be masked to remove the value indicating scope, ie. 0x00FFFFFF & offset. The size of each binary can be determined by retrieving the next entry in the table.
At no point are the total number of room entries given, though it can be calculated from the visibility offset or more simply determined by comparing the first room's primary mapping offset to the point table offset of the current room. If the two match, the current 'room' is the final dummy entry. Each struct is 0x18 bytes large, so you can divide the difference in the first and current offsets by this value to return the room number.
All room binaries are compressed with 1172 compression. The primary mapping is always present and is used to draw the majority of the room. Secondary mapping is optional; gunfire does not collide with polygons drawn by this block. For this reason, secondary mapping is used for overlays, railings, and other effects. Point tables are shared by both mapping types and contain a full list of the positions needed to draw the room.
0x0 4 (float) x position
0x4 4 (float) y position
0x8 4 (float) z position
0xC 4 offset to point table binary
0x10 4 offset to primary mapping binary
0x14 4 offset to secondary mapping binary, when preset
There is a certain pattern to the room binaries. All the point tables are listed immediately after the primary bg_file. Following these are the primary, then secondary mapping for each room. To determine the size of a binary:
Point tables:
Subtract offset for current binary from following room's point table offset
Primary Mapping Only:
Subtract offset for current binary from following room's primary mapping offset
Primary + Secondary Mapping:
Subtract offset of primary mapping from secondary mapping
Subtract offset of secondary mapping from following room's primary mapping
---------------
Portal Data Table
Portals allow rooms to be activated when within sight. Each acts as a window connecting one unique room to another. The portal table consists of offsets to actual portal polygonal data and a list of rooms interlinked. An offset to the portal table can be found at bg_file offset 0x8.
0x0 4 offset to portal address (mask offset with 0x0F000000)
0x4 1 connected room 1
0x5 1 connected room 2
0x6 2 control bytes for special attributes, beyond the scope of file parsing
The table terminates with a NULL entry - all values equal to zero.
When a player enters a room, the room ID is searched for in the table. If the value matches either connected room ID, then the portal at the offset is activated. When the player is within sight of a portal, both rooms connected to that portal are activated. Technically, rooms connected directly to the current room are usually pre-loaded even when not within visible range to ensure smooth gameplay.
Portals themselves are stored at the end of the bg_file, just before the compressed room data. They are a simple list of x, y, and z positions storeed as floating-point numbers. All points proceed clockwise around to form a polygon, and all points are relative to the centerpoint of the stage, 0,0,0. To properly integrate them with clipping, each float should be an integer value. The first byte of the first word indicates the number of points following, 1-n, and each portal can consist of as many points as desired.
0x0 1 number of points in portal
0x1 3 filler bytes (000000)
0x4 4 (float) first X position
0x8 4 (float) first y position
0xC 4 (float) first z position
etc...
---------------
Global Visibility Commands
Global visibility commands are used to activate and deactivate rooms and portals through triggered events. They are used, among other times, to render the cliff faces around the Dam, the roof in the lower storage area of Archives, and the gas containers in two of the bottling rooms of Facility.
The pseudocode is built from 32bit values and begins at the offset given at 0xC in the bg_file. Commands are processed until a terminator is reached, command 00010000 00000000. Most commands are container classes that contain lists of other command types.
Basic Commands:
00010000 00000000 terminator
21010000 00000000 starts a block of visibility commands, ending any previous blocks
Containers:
14030000 00000000 activated rooms are visible from every room between room #1 to room #2
expects: 65000000 000000#1 65000000 000000#2 5A010000 00000000
5A010000 00000000 end 14 list
1E010000 00000000 activated rooms are visible without portals
expects: 5C010000 00000000
1F020000 00000000 activated rooms are visible through the following portals
expects: 64000000 0F###### ...
further entries 22020000 00000000 64000000 0F######
end list 5C010000 00000000
5C010000 00000000 end 1E or 1F list
20020000 00000000 following rooms (65 commands) are activated
expects: 65000000 000000#1
24020000 00000000 following room (65 command) is ?
expects: 65000000 000000#1
25030000 00000000 following rooms (65 commands) are ?
expects: 65000000 000000#1 65000000 000000#2 ?
further entries 26020000 00000000 65000000 000000#n
26020000 00000000 following room (65 command) is ?
expects: 65000000 000000#1
27030000 00000000 following rooms (65 commands) are ?
expects: 65000000 000000#1 65000000 000000#2 ?
Sub-Commands (always within containers):
22020000 00000000 AND statement linking multiple 64 commands when listed
64000000 0Fxxxxxx offset within file, typically to portal data (0F relates scope)
26020000 00000000 AND statement linking multiple 65 commands when listed
65000000 000000xx room number. multiple entries do not require 2202 commands
This is not as complex as it seems. To make a single room visible when a player is within one of four sequential rooms, this code would apply.
21010000 00000000 \\start block
14030000 00000000 \\room is visible from following rooms
65000000 0000001C \\from room 1C...
65000000 0000001F \\...to room 1F
5A010000 00000000 \\end list
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
5C010000 00000000 \\end command
20020000 00000000 \\room to be activated
65000000 00000010 \\room 10 is activated when in rooms 1C, 1D, 1E, or 1F
00010000 00000000 \\end global visibility
Lets assume though you want to make the room visible not just when you are standing inside of rooms 18-1F, bt also when you look in the windows to the room. This just requires a 1F command.
21010000 00000000 \\start block
14030000 00000000 \\room is visible from following rooms
65000000 00000018 \\from room 18...
65000000 0000001F \\...to room 1F
5A010000 00000000 \\end list
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
5C010000 00000000 \\end command
1F020000 00000000 \\activate room when looking in the following portals
64000000 0F00148C \\portal at offset 0x148C
22020000 00000000 \\and...
64000000 0F001374 \\portal at offset 0x1374
22020000 00000000 \\and...
64000000 0F0014C0 \\portal at offset 0x14C0
22020000 00000000 \\and...
64000000 0F0014F4 \\portal at offset 0x14FC
5C010000 00000000 \\end list of portals
20020000 00000000 \\rooms to be activated
65000000 00000010 \\room 10 is activated in all the above
00010000 00000000 \\end global visibility
Also, multiple rooms can be activated at one time by adding more 2002 commands...
...
20020000 00000000 \\rooms to be activated
65000000 00000010 \\room 10
20020000 00000000 \\rooms to be activated
65000000 00000011 \\room 11
2101 commands end one list and start another. Only use the 0001 to end the entire global visibility block.
21010000 00000000 \\start FIRST block
14030000 00000000 \\room is visible from following rooms
65000000 0000001C \\from room 1C...
65000000 0000001F \\...to room 1F
5A010000 00000000 \\end list
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
5C010000 00000000 \\end command
20020000 00000000 \\room to be activated
65000000 00000010 \\room 10 is activated when in rooms 1C, 1D, 1E, or 1F
21010000 00000000 \\start SECOND block, ending FIRST
14030000 00000000 \\room is visible from following rooms
65000000 00000020 \\from room 20...
65000000 00000023 \\...to room 23
5A010000 00000000 \\end list
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
5C010000 00000000 \\end command
20020000 00000000 \\room to be activated
65000000 00000011 \\room 11 is activated when in rooms 20, 21, 22, or 23
-Zoinkity
@@ -1,116 +0,0 @@
G-Z Models
----------
G-Z models are 1st person models, used either as weapons, gadgets, discharged shells, etc. These models are used in both the watch menu and when the object is in use in the first-person menu. Because they are only displayed, no collision information is stored.
The primary display list type used in 1st person objects is the 04 command. The breakdown is such:
04 command:
0x0 4 offset to primary mapping
0x4 4 offset to secondary mapping
0x8 4 reserved
0xC 4 offset to point table
0x10 2 number of points in point table
0x12 2 0300 - unknown
Both primary and secondary mapping may be present - and usually are. Secondary tends to be used special effects or transparently mapped areas, just like with room models. In particular, one may point toward mapping while the other points toward nothing, allowing that part of the model to 'disappear' when need be. In this case, the mapping used is set at runtime using linked 12 commands.
09 commands are also common. They are used for more than placing hats on character's heads. What they do is set a placement for a seperate model that is loaded simulatiously with the current one. For instance, the character's arm appears when some weapons and items are in use. There are many different character arm models, and storing the each object with copies of each arm is ineffecient. Instead, 09 commands in the weapon load the arm's components and place them appropriately. Because each component is loaded specificly to a given location, this also eliminates hand/object misalignment.
Most models are used for player items, so they have a series of offsets used for fingers, gun attributes, and other items. Obviously not all the offsets will be used, depending on the item. Some objects that aren't used as items, such as discharged shells, do not follow this pattern.
(fill in with offset coorespondance here before sending it off)
offsets: (28/36)
watch laser autoshot SHOTGUN AK47-SOVIET golden gun GOLD PP7 G-LAUNCH HUNT-KNIFE R-LAUNCH taser throwknife sil PP7
0x0 00000000 050001E0 0500049C 050003F0 0500012C 050001A4 00000000 00000000 00000000 00000000 00000000 050001B0 15 command
0x4 00000000 05000168 05000124 05000180 05000144 0500012C 0500015C 00000000 00000000 00000000 00000000 05000138
0x8 00000000 05000198 05000154 050001B0 05000174 0500015C 0500018C 00000000 00000000 00000000 00000000 05000168
0xC 050001B0 05000180 0500013C 05000198 0500015C 05000144 05000174 00000000 05000120 00000000 00000000 05000150
0x10 00000000 00000000 00000000 00000000 00000000 00000000 05000204 00000000 00000000 00000000 00000000 00000000
0x14 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x18 05000318 00000000 00000000 00000000 05000204 05000264 00000000 00000000 00000000 00000000 00000000 05000390
0x1C 00000000 00000000 00000000 00000000 00000000 050003E4 00000000 00000000 00000000 00000000 00000000 050004E0
0x20 00000000 00000000 00000000 00000000 050001EC 0500024C 00000000 0500018C 00000000 05000188 05000144 05000258
0x24 00000000 00000000 00000000 00000000 05000234 050002AC 00000000 0500039C 00000000 050001E8 0500036C 05000498
0x28 00000000 00000000 00000000 00000000 05000294 050002F4 00000000 050001D4 00000000 05000458 0500018C 05000450
0x2C 00000000 00000000 00000000 00000000 00000000 0500039C 00000000 0500030C 00000000 05000428 050002C4 050002B8
0x30 00000000 00000000 00000000 00000000 05000354 050004BC 00000000 00000000 00000000 00000000 00000000 05000378
0x34 00000000 00000000 00000000 00000000 00000000 05000504 00000000 00000000 00000000 00000000 00000000 050003F0
0x38 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0500039C 00000000 throwing knife 12
0x3C 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0500033C 00000000 throwing knife blade 12
0x40 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 05000410 00000000 00000000 taser placeholder for animation (18)
0x44 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 050003F8 00000000 00000000 taser 12 for animation
0x48 00000000 05000708 050003F4 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 1
0x4C 00000000 05000498 05000394 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 2
0x50 00000000 05000540 05000424 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 3
0x54 00000000 05000678 05000454 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 4
0x58 00000000 050005E8 0500031C 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 5
0x5C 00000000 050006C0 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
0x60 00000000 05000450 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
0x64 00000000 050004F8 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
0x68 00000000 05000630 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
0x6C 00000000 050005A0 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
[these eight offsets only present on weapons]
[they do not appear on collectables (blueprints, black box, etc.)]
0x70 05000348 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch 0F command
0x74 050002A0 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch boiler cuff
0x78 05000240 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch black tuxedo cuff
0x7C 05000270 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch connery cuff
0x80 050001E0 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch blue cuff
0x84 05000210 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch jungle cuff
0x88 050002D0 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch snowsuit cuff
0x8C 00000000 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 not present 00000000 050001E0 pp7 silencer
-------------------
-------------------
Pchr-Z Item Models
---------------
Item pickups - especially weapons - differ slightly from other P-Z models insofar as different commands are used.
Most other objects use 02 commands to position pieces in the model. Most item pickups utilize the 15 position command instead. Just like the 02 commands, each command is relative to the last. The breakdown is such:
15 command:
0x0 4 (float) X Position
0x4 4 (float) Y Position
0x8 4 (float) Z Position
0xC 2 command ID number
0xE 2 unknown - probably piece ID number or reserved
0x10 4 (float) unknown
Many use the 04 display type as the primary display list type, and commonly 12 commands are also used. 12 commands are little more than a pointer to other commands, allowing the piece to either be selected independant from the object or selectively deactivated when rendering the object as a whole. Rendering these pieces is optional in most cases.
04 command:
0x0 4 offset to primary mapping
0x4 4 offset to secondary mapping
0x8 4 reserved
0xC 4 offset to point table
0x10 2 number of points in point table
0x12 2 0300 - unknown
12 command:
0x0 4 offset to command in table
0x4 4 reserved
Another command, used with most weapon pickups, is the 0C command. This sets the position and image used for the gunfire flare rendered when the player is using the weapon in 3rd person. The flare appears at the end of the firearm.
0C Command:
0x0 4 (float) X Position
0x4 4 (float) Y Position
0x8 4 (float) Z Position
0xC 4 (float) Width
0x10 4 (float) Height
0x14 4 (float) Depth
0x18 4 offset to image declaration for gunfire (0x847)
0x1C 4 (float) unknown
Occationally type 16 display lists are used. They are a special animation type to build gunfire. These are incredibly simple, despite the animation.
16 command: gunfire
0x0 4 number of flares created (4 points each, 1 04+B1-mapping command for each)
0x4 4 offset to point table
0x8 4 offset to mapping
It renders only one of the flares at a time, then switches to the next flare in the list. Notice this is different from the generic weapon flare when a weapon fires. It is probably the actual gunfire from the weapon. Note that most weapons use image 0x374, but the laser uses 0x851, colourshifted to 00B6FF (light blue). You probably will never render these commands, unless you are building objects or creating a port/clone.
Weapon pickups also utilize three offsets at the beginning of the file, not all of which are set for every weapon.
0x0 offset to 0C gunfire command in table
0x4 offset to 15 position command for gunfire animation
0x8 offset to 12 reference command for gunfire animation
Notice only weapons - and certain weapons at that - specify a special gunfire animation or flare when firing. When not present, these fields are left NULL (00000000).
@@ -1,93 +0,0 @@
Every object and room requires different kinds of data in order to be rendered. The bare minimum requirement is a list of points in the model and a display list that maps those points.
Goldeneye Point Table Structure
Most N64 games follow this structure. It contains x, y, z data, as well as s/t coordinates to map textures to the surface and an RGBA value blended between the points composing the triangles.
offset size data type usage
0x0 2 signed short x coordinate
0x2 2 signed short y coordinate
0x4 2 signed short z coordinate
0x6 2 signed short reserved (0000)
0x8 2 signed short s value (x image mapping component)
0xA 2 signed short t value (y image mapping value)
0xC 1 unsigned byte Red Component, from 00-FF
0xD 1 unsigned byte Green Component, from 00-FF
0xE 1 unsigned byte Blue Component, from 00-FF
0xF 1 unsigned byte Alpha Component, from 00 (invisible) to FF (opaque)
Sample: FFE0 0000 0020 0000 0020 0020 FFFFFFFF
S/t coordinates are used for texture mapping. Unfortunately, the values are intimately tied to the image's own dimentions. There are several common mapping modes, including mirrorred, clamped, and tiled.
First, lets build a 32x32 square from these four points...
0000 0000 0020 0000 0000 0000 FF0000FF
0020 0000 0020 0000 0020 0000 00FF00FF
0020 0000 0000 0000 0020 FFE0 0000FFFF
0000 0000 0000 0000 0000 FFE0 FFFF00FF
Clockwise, from the upper left, the square is red, green, blue, and yellow. Notice the mapping coordinates already set. The s values match the x values for the square. However, the t values are negative. Negative s or t values naturally mirror the image on that axis. So, the image should appear inverted.
Now, to actually apply an image. Lets assume a greyscale image, 32x32 to match the square. When applied, it will fit precisely, albeit upside-down because of the t values. If the colour combining mode is active, the image will also be colourized to match the lighting of the square, red, blue, green, and yellow.
However, if the image is 64x64, it doesn't fit precisely on the square. Ordinarily, you will only see the upper-left corner of the image. To fit precisely, the 0020 needs to be 0040, and FFE0 changed to FFC0.
Lets try a 16x16 image now. For this example, the tile flag is assumed to be set. The image will repeat after being textured, so instead of seeing one image, four are mapped to the square! Without tiling set but with active clamps, it is more likely the image will be stretched to fit.
Imagine, for a minute, that you wish to draw four triangles, all meeting at a centerpoint, but still want the 32x32 texture to map perfectly to the surface. This is easy enough. The point list will look like so:
0000 0000 0020 0000 0000 0000 FF0000FF //ul
0020 0000 0020 0000 0020 0000 00FF00FF //ur
0020 0000 0000 0000 0020 FFE0 0000FFFF //lr
0000 0000 0000 0000 0000 FFE0 FFFF00FF //ll
0010 0000 0010 0000 0010 FFF0 FFFFFFFF //center
Notice the centerpoint chose mapping pins in the center of the image. Conforming to the image's properties ensures the image is rendered correctly.
Image sizes and other properties can be found in SubDrag's image index.
-------------
04 point table offset command
The RSP 04 command is used to set the offset within a point table. At most, 16 points can be declared at one time. Functionally, rooms and objects will be concidered seperately.
Rooms are the simplest case. The offset command is a literal offset within the point data file. You can expect:
04F00100 00000000
to grab the first 16 entries at the beginning of the point table. The 0100 indicates, in bytes, how much data is being copied. If only 8 points are being pulled, the command would look like this:
04700080 00000000
The offset is a literal offset in the point data binary. For instance,
04F00100 00000100
grabs the next 0x100 bytes at file offset 0x100. To get the next 5 points, you would use this:
04400050 00000200
-and the next 10 points...
049000A0 00000250
Objects are more difficult. Each offset is relative to the pointer set by the display list command. In other words-
04F00100 04000000
-would load the first 16 points and 0x100 bytes from the beginning of the display list's point table.
05 offsets can also be used to specificly state the offset within the file to start pulling points from.
-------------
B1 4-triangle draw routine
The primary triangle drawing routine draws up to four at once. This function is unique to Rare's games, so don't expect it to work with other ucodes.
The format is a little unusual, refering to the points in the point table loaded perviously. The values are one nibble long, ranging from 0-F, or point 1 to 16. If all the points are set to 0, that triangle is not drawn. Below, the first point in the triangle is listed as x, the second y, and the third z.
B100zzzz yxyxyxyx
0000000z 000000yx first triangle
000000z0 0000yx00 second triangle
00000z00 00yx0000 third triangle
0000z000 yx000000 fourth triangle
B1000002 00000010 Creates one triangle using points {0,1,2}
B1000042 00003110 Creates two triangles, using points {0,1,2} and {1,3,4}
B1000242 00413110 Creates three triangles; {0,1,2}, {1,3,4}, and {1,4,2}
B1007242 65413110 Creates four triangles; {0,1,2}, {1,3,4}, {1,4,2}, and {5,6,7}
Remember, don't try to use points that were not previously called with the 04 command. If only five points were declared (0-4), then the last example, B1007242 65413110 would be invalid and cause an exception.
-------------
BF single triangle draw routine
These are very infrequently used. They draw only one triangle at a time, again refering to the points in the point table loaded previously. Before each value can be used, they must be divided by 10 (0xA) to return the point index number.
BF000000 00zzyyxx
BF000000 00140A00 Creates a triangle using points {0,1,2}, or 0/A=0, A/A=1, 14/A=2
BF000000 00968C82 Creates a triangle using points {13,14,15}, or 82/A=D, 8C/A=E, 96/A=F
Again, you still can't use points that haven't been loaded with the 04 vertex command.
-------------
@@ -1,247 +0,0 @@
HEAD:
0x0 sunglasses toggle
0x4 distant head toggle
CAM: cctv cameras
0x0 camera position
0x4 glass
0x8 glass dimentions
0xC camera toggle
TV1:
0x0 DL for screen
TV4: note that NULL is used if the screen is not present (ie. only 1-3 screens)
0x0 DL for screen 1
0x4 DL for screen 2
0x8 DL for screen 3
0xC DL for screen 4
RACK: main object is in group 0. position data alone exists for groups 1-4
0x0 position for monitor 1 (pos:grp 0001 0001)
0x4 position for monitor 2 (pos:grp 0002 0002)
0x8 position for monitor 3 (pos:grp 0003 0003)
0xC position for monitor 4 (pos:grp 0004 0004)
AUTOGUN: [note: only first three needed for SWIVEL objects]
0x0 group 0 position position of base
0x4 group 1 position position of horizontal swivel bar (gun mount)
0x8 group 2 position position of vertical swivel point/main body
0xC group 3 position position of autogun turret(s)
0x10 group 4 position position of gunfire; used when only gunfire 1 present
0x14 gunfire 1
0x18 group 5/4 position position of gunfire/object; used on groundgun
0x1C gunfire 2
EYE_DOOR:
0x0 group 0 position base position of door
0x4 group 1 position position for top?
0x8 group 2 position position for bottom?
IRIS_DOOR:
0x0 group 0 position base position of door
0x4 group 1 position position of inner spline
0x8 group 2 position position of outer track
0xC group 3 position position of inner spline
0x10 group 4 position position of outer track
0x14 group 5 position position of inner spline
0x18 group 6 position position of outer track
0x1C group 7 position position of inner spline
0x20 group 8 position position of outer track
0x24 group 9 position position of inner spline
0x28 group A position position of outer track
0x2C group B position position of inner spline
0x30 group C position position of outer track
MENU:
0x0 toggle for tabs on side of folder
0x4 toggle for basic folder
0x8 toggle for FOR YOUR EYES ONLY
0xC toggle for OHMSS
0x10 toggle for CONFIDENTIAL - briefing
0x14 toggle for CONFIDENTIAL - multi
0x18 toggle for CLASSIFIED
0x1C toggle for shadow beneath character image
0x20 toggle for 1st selected file image (Connery)
0x24 toggle for 2st selected file image (Dalton)
0x28 toggle for 3st selected file image (Moore)
0x2C toggle for 4st selected file image (Brosnan)
0x30 toggle for shadow beneath briefing image
0x34 toggle for main folder select screen
0x38 toggle for shadow beneath slot selection pic
0x3C toggle for 1st slot selection pic (Connery)
0x40 toggle for 2st slot selection pic (Dalton)
0x44 toggle for 3st slot selection pic (Moore)
0x48 toggle for 4st slot selection pic (Brosnan)
0x4C toggle for solo stage select
0x50 toggle for solo selection table (stage imgs)
0x54 solo selection table (stage imgs)
0x58 toggle for Dam briefing image
0x5C toggle for Facility briefing image
0x60 toggle for Runway briefing image
0x64 toggle for Surface I briefing image
0x68 toggle for Bunker I briefing image
0x6C toggle for Silo briefing image
0x70 toggle for Frigate briefing image
0x74 toggle for Surface II briefing image
0x78 toggle for Bunker II briefing image
0x7C toggle for Statue briefing image
0x80 toggle for Archives briefing image
0x84 toggle for Streets briefing image
0x88 toggle for Depot briefing image
0x8C toggle for Train briefing image
0x90 toggle for Jungle briefing image
0x94 toggle for Control briefing image
0x98 toggle for Caverns briefing image
0x9C toggle for Cradle briefing image
0xA0 toggle for Aztec briefing image
0xA4 toggle for Egypt briefing image
0xA8 toggle to secondary folder (multi, cheats, briefings)
CAR:
0x0 main object position
0x4 wheel 1 position
0x8 wheel 2 position
0xC wheel 3 position
0x10 wheel 4 position
0x14
0x18 dimentions wheel 1
0x1C dimentions wheel 2
0x20 dimentions wheel 3
0x24 dimentions wheel 4
0x28 dimentions main body
AIRCRAFT:
0x0 main 01 heading
0x4 main position
0x8 forward prop
0xC rear prop
0x10 position for turret
0x14 prop dimention
WIN_DOOR: note that first glass DL is dud, second generates glass
0x0 dimentions of door
0x4 toggle for glass
0x8 dimentions of glass
0xC glass
Generic DUD glass display list:
E7000000 00000000 pipesync
BA000C02 00002000 setothermode.h: bi-level interpretation
B8000000 00000000 enddl
TANK:
0x0 144 main position
0x4 18c position of cupola
0x8 204 group 2 position parent of turret, antennae, etc
0xC 21c group 3 position
0x10 234 group 4 position child of group 3; parent of firing effect
0x14 15c dimentions of tank chassis
0x18 1a4 dimentions of cupolla
0x1C 24c firing effect (0C)
0x20 264 toggle for turret
HAT:
none
STD_OBJ:
none
CHR_OBJ: note when fields aren't present set to NULL
0x0 gunfire
0x4 group 1 position rifles: isolated 15 command
0x8 toggle secondary flare rifles: horizontal flare
RARE:
Unknown Object...
ARM:
0x0 watch hour hand position
0x4 watch minute hand position
0x8 watch second hand position
0xC toggle watch dial face
0x10 boiler suit cuff toggle
0x14 brosnan tux cuff toggle
0x18 connery tux cuff toggle
0x1C blue suit cuff toggle
0x20 jungle suit cuff toggle
0x24 snowsuit cuff toggle
STD_GUN: hands are optional!
0x0 position (15), possibly of ejected shells (projectile weapons only)
0x4 gunfire toggle (on-screen blast from gun barrel)
0x8 gunfire flash position (linked to render for flash)
0xC gunfire position (origin of rendered beam)
0x10 horiz. gunfire flash/special feature position
0x14 hammer position
0x18 position of index [trigger] finger
0x1C position for 09 linked to trigger/slide
0x20 toggle (12) for fingers (first joint)
0x24 toggle (12) for index [trigger] finger
0x28 toggle (12) for 09s linked to tips of middle/ring/pinky fingers
0x2C toggle (12) for thumb
0x30 toggle (12) for flesh of hand
0x34 toggle (12) for arm
0x38 throwing knife toggle
0x3C throwing knife blade toggle
0x40 taser animation display list
0x44 taser animation toggle
0x48 shotgun shell toggle
0x4C shotgun shell toggle
0x50 shotgun shell toggle
0x54 shotgun shell toggle
0x58 shotgun shell toggle
0x5C autoshotgun shell toggle
0x60 autoshotgun shell toggle
0x64 autoshotgun shell toggle
0x68 autoshotgun shell toggle
0x6C autoshotgun shell toggle
//these and below are hand...
0x70 button? 0F type
0x74 boiler arm toggle
0x78 tux arm toggle
0x7C connery arm toggle
0x80 bluesuit arm toggle
0x84 jungle arm toggle
0x88 snowsuit toggle
0x8C toggle (12) for barrel (odd that. Could be to kill entire weapon...)
NULL_OBJ:
N/A
BARREL_GUN: all fields appear valid
same as STD_GUN, except entry #5
...
0x10 rotating barrel
...
UZI_GUN: only first five fields filled; rest appear valid
same as STD_GUN; uses a special flash effect in entry #5
...
0x10 gunfire flash position (linked to plane with second gunfire effect)
...
CTRL:
0x0 primary position data (all commands are its children)
0x4 start button position
0x8 directional pad position
0xC control stick position
0x10 c button position
0x14 c button position
0x18 c button position
0x1C c button position
0x20 a button position
0x24 b button position
0x28 r button position
0x2C l button position
0x30 z button position
0x34 switch for body (12 type)
ACTOR:
0x0 right arm position
0x4 right hand position
0x8 left hand position
0xC left hand position
0x10 head position or placeholder (17)
0x14 right hand position
0x18 hat position
@@ -1,143 +0,0 @@
type 01 0x10 main object heading
4 ID command ID
4 child child entry
2 grp1 group 1 ID
2 grp2 group 2 ID
2 TAG
2 RESERVED
type 02 0x1C position
float xpos relative x,y,z position to parent
float ypos
float zpos
1 grp1 command ID
1 grp2 group 2 ID or 0
1 grp3 group 3 ID or -1
1 grp4 group 4 ID or -1
4 child child subcommand TBL offset
float unknown
type 03 ???? unknown type
type 04 0x14 display list
4 DL1 primary display list
4 DL2 secondary display list or NULL
2 grp1 group ID 1
2 grp2 group ID 2
4 PIN point table
2 pinnum # points in block
1 TAG
1 RESERVED
type 05 ???? unknown type
type 06 ???? unknown type
type 07 ???? unknown type
type 08 0x10 distance trigger
float min minimum distance from viewport
float max maximum distance from viewport
4 target display list used when within range
2 TAG
2 RESERVED
type 09 0x24 head/hat placement
float xmin dimentions
float xmax
float ymin
float ymax
float zmin
float zmax
4 head head DL or 17 placeholder
4 neck neckline display list
2 RESERVED
2 TAG
type 0A 0x1C dimentions
4 group
float xmin
float xmax
float ymin
float ymax
float zmin
float zmax
type 0B ???? unknown
type 0C 0x28 gunfire
float xpos could also be xmin/xmax, etc.
float ypos
float zpos
float xdim
float ydim
float zdim
4 imgdecl offset to entry in IMG block for firing effect
float unknown
2 TAG
2 RESERVED
4 RESERVED2
type 0D 0x24 shadow
0x0 float x position. + moves to character's left, - to character's right
0x4 float z position. + moves in front of character, - backward
0x8 float x size (width) width of image from side to side
0xC float z size (length) length of image from forward to back
4 imgdecl offset to entry in IMG block for shadow
4 parent gleans model offset from type01 parent
float unknown
2 TAG
2 RESERVED
type 0E ???? unknown
type 0F 0x1C interlinkage
float xpos
float ypos
float zpos
float unknown1
float unknown2
float unknown3
float unknown4
type 10 ???? unknown
type 11 ???? unknown
type 12 0x8 handle/switch
4 target
2 TAG
2 RESERVED
type 13 ???? unknown
type 14 ???? unknown
type 15 0x14 position - held items, especially
float xpos xyz position relative to parent
float ypos
float zpos
2 grp1 model group 1 ID
2 grp2 model group 2 ID
float unknown
type 16 0x10 display list - simple
2 unknown
2 ID
4 PIN
4 DL
4 RESERVED
type 17 0x4 placeholder for pointer to head
0x0 4 RESERVED
type 18 0x1C display list
4 DL1 primary display list
4 DL2 secondary display list or NULL
4 PIN point table offset
2 PINnum # points in table
2 MRGnum # points in merge table
4 MRG merge table offset
4 USE usage table offset
2 TAG
2 RESERVED
@@ -1,15 +0,0 @@
Object headers in Goldeneye are seperate from the object files themselves as in Perfect Dark. This consists of 0x20 of data, as opposed to 0x1C in Perfect Dark. GE uses the final field to indicate if the object has been loaded.
When an object is editted this data must be set! It indicates how many offsets, images, and whatnot are in the model, as well as the archetype.
0x0 4 RESERVED for runtime: offset to object table
0x4 4 GE - pointer to archetype; PD - archetype number
0x8 4 RESERVED for runtime: offset to object offset block
0xC 2 number of offset entries
0xE 2 number of object groups
0x10 4 [float] UNKNOWN floating point value
0x14 2 RESERVED for runtime: number of entries in table
0x16 2 number of image entries
0x18 4 RESERVED for runtime: offset to image declarations
0x1C 4 GE only - RESERVED for runtime: nonzero indicates model is loaded in memory
@@ -1,68 +0,0 @@
Models that Merge Points
------------------------
It isn't as confusing as you think. It only applies to models that use the point usage tables - 18 display lists. Points from one piece in a model can be borrowed by another. No fudging involved. It always really works.
-----------------------
Before rendering the object's display list, you have to change the points used in the point table. The changes are outlined in the 'collision' point table.
Collision Point Table
FF9B 001E FFB2 0000 00000000 FFFF 0000
FF9B FFC8 FFB8 0001 00000000 FFFF 0000
FF9B 004B 00A2 0002 00000000 FFFF 0000
FF9B FFCE 00AB 0003 00000000 FFFF 0000
FFBF 0026 0094 0004 00000000 FFFF 0000
FFF7 0030 FFFC 0005 05000190 000D 0000
FFFC FFDC FFCC 0006 05000190 0011 0000
FFBD FFEB 00AF 0007 00000000 FFFF 0000
0002 000C FFBF 0008 05000190 000F 0000
0003 FFE1 FFEF 0009 05000190 0010 0000
0002 FFE7 0015 000A 05000190 000E 0000
FFFB 0020 FFE1 000B 05000190 000C 0000
Notice how some points have offset values at 0x8. These are offsets to other 18 render commands that you'll steal points from. The short value following the offset (0xA) is the point in the linked 'collision' table that will be used. The fastest thing is to look up the entry in the point usage table, a weird little list of short values. 'Collision' points are the unique points in the piece, and the usage table indicates which points are shared by other points in the model. This sample is the usage list targetted by the point table above.
0xF28: Usage point table for display list linked at 0x190
0020 0016 0017 001A 001B 0014 0015 000C 001E 000D 001F 0018 001C 0019 FFFF FFFF FFFF
FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF 001D FFFF FFFF FFFF FFFF 0028
002A FFFF 0025 FFFF 002D 002C FFFF FFFF FFFF FFFF FFFF FFFF
Usage tables have one entry for each point in the display list's point table. The first point in the table is the first entry, second the second, etc. If a point is reused then the slot's number is given in the table. For instance, the first point is shared by point 32 (0x20). If you look at the 'collision' point table, there will not be an entry with ID 0x20, but there will be one for 0x0.
Every point in the table is given a number (offset 0x6), but if it isn't present you will need to check the point usage table to see which point is equivalent.
Taking the running example, let's swap out point 05 in the first table with the shared model's point. Point five is:
FFF7 0030 FFFC 0005 05000190 000D 0000
It calls the 18 command at offset 0x190, and merges with point 0xD. The 18 command's data is found at offset 05000F84...
point display struct: 0x190 right shin
0xF84 05005F48 00000000 05000AA8 002E 001A 05000D88 05000F28 0003 0000 00000000
mapping @ 0x5F48
normal point table @ 0xAA8; 2E normal points
collision point table @ 0xD88; 1A collision points
point usage table @ 0xF28
First, check the point usage table to ensure it isn't dummied up somehow. Scan through entries 0-C, and if 000D isn't found, the point will be a unique entry in the list:
0020 0016 0017 001A 001B 0014 0015 000C 001E*000D*001F 0018
Unfortuantely the point is not unique, but it is the same as point 0x9. So, search the 'collision' point list for the new position:
0x9 FE25 FFE2 FFB5 0009 00000000 FFFF 0000
All you need are the x, y, and z coordinates. These get copied onto the other model's point data.
Remember, because this point is from another piece of the object, you have to make certain that the point's position is corrected for that piece's position, etc. In this example (Bond's right leg) no conversion is necessary; the foot and shin share the same position. Otherwise, determine what positions affect the part you're stealing from and which ones affect the target to determine a global position.
Now, all you have to do is replace the point in the original piece. You copy the new data over point 05's x,y,z data - and anything that shares that point! To see if anything shares the point, you need to refer to the original model's point usage table.
0xA40 FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF
Good. The point is unique. Replace the x,y,z of fifth point in the normal point table. That point should now be merged with the leg.
Note:
If the point wasn't unique (something else used point five) you would change it and any entry that refers to it. Say the table looked more like this:
FFFF FFFF FFFF FFFF FFFF 0006 0007 0008 FFFF
Order of operations: point five is shared by point 6. Point 7 is set after point 6 is corrected, so it is also the same as 5. Point 8 is also sharing point 7's corrected data, so it is the same as 5.
-------------------------
Another note:
The plane *does not* use merging. Any render problems are due to some other sizing issue. No points in the collision table use offsets.
I haven't ID'd any objects that use merging yet, but the same rules apply. Undoubtedly there must be a few...
@@ -1,154 +0,0 @@
Memory locations - decompressed in ROM
First ROM offset is given, then relative offset, size, and description
29E560 02000000 0x18 unknown - RGB values?
29E580 02000020 0xAB8
0x0 RA 16bit 64x16 (21)
0x800 RA 16bit 32x10
29F040 02000AE0 0xAB8
0x0 RE 16bit 64x16 (21)
0x800 RE 16bit 32x10
29FB00 020015A0 0xAB8
0x0 RE 16bit 64x16 (21)
0x800 RE 16bit 32x10
2A05C0 02002060 0xAB8
0x0 WA 16bit 64x16 (21)
0x800 WA 16bit 32x10
2A1078 02002B18 0x18D0 vertex table
2A2948 020043E8 0xC8 blue DL
2A2A10 020044B0 0x2A8 text DL
2A2CB8 02004758 0x888 gold DL
2A3548 02004FE8 0x1000 blue 16bit 64x32
2A4550 02005FF0 0x800 gold 16bit 32x32
Special Note:
Two types of image commands may be used in these display lists.
FD commands may either use a relative data pointer (02xxxxxx) or physical data pointer (80xxxxxx/7Fxxxxxx) as usual.
You may also declare and load an image bank image using the code:
ABCD 0xxx
ABCD indicates to load the following short image ID to memory and link it here.
Also, images above contain mipmaps of varying sizes pregenerated. Emulators will select the primary and console, due to distances, will use a mipmap.
To alter this behaviour requires removing the mipmapping usage.
<_>
7F0084C0 3CFF0 Load Rare logo display lists
//7F0089AC 3D4DC blue DL + text line
3C0E0200 LUI T6,0200
25CE43E8 ADDIU T6,T6,43E8 ;T6=020043E8: int. off. to blue DL
3C060600 LUI A2,0600
02001025 OR V0,S0,R0
ACE60000 SW A2,0000 (A3) ;A2->uDL: 06000000 - branchdl
ACEE0004 SW T6,0004 (A3) ;T6->lDL: 020043E8 - blue DL
26100008 ADDIU S0,S0,0008
3C0F0200 LUI T7,0200
25EF44B0 ADDIU T7,T7,44B0 ;T7=020044B0: int. off. to text DL
02001825 OR V1,S0,R0
AC4F0004 SW T7,0004 (V0) ;T7->lDL: 020044B0 - text DL
AC460000 SW A2,0000 (V0) ;A2->uDL: 06000000 - branchdl
3C180200 LUI T8,0200
27185FF0 ADDIU T8,T8,5FF0 ;T8=02005FF0: int. off. to images
26100008 ADDIU S0,S0,0008
02002025 OR A0,S0,R0
AC780004 SW T8,0004 (V1) ;T8->lDL: 02005FF0 - gold image
AC6B0000 SW T3,0000 (V1) ;T3->uDL: FD100000 - loadimg
26100008 ADDIU S0,S0,0008
02002825 OR A1,S0,R0
26100008 ADDIU S0,S0,0008
AC8D0004 SW T5,0004 (A0) ;T5->lDL: 07014050 - tile 7 S: shift 0 mask 5 T: shift 0 mask 5
AC8C0000 SW T4,0000 (A0) ;T4->uDL: F5100000 - settile 16bit RGBA line 0 tmem 0 palette 0
02005025 OR T2,S0,R0
26100008 ADDIU S0,S0,0008
ACA00004 SW R0,0004 (A1)
ACBF0000 SW RA,0000 (A1)
3C19073F LUI T9,073F
3739F100 ORI T9,T9,F100 ;T9=0x073FF100:
02001025 OR V0,S0,R0
240700FF ADDIU A3,R0,00FF ;A3=0xFF
AD590004 SW T9,0004 (T2)
AD510000 SW S1,0000 (T2)
26100008 ADDIU S0,S0,0008
3C0F0001 LUI T7,0001
35EF4050 ORI T7,T7,4050 ;T7=0x00014050:
02001825 OR V1,S0,R0
AC400004 SW R0,0004 (V0)
AC490000 SW T1,0000 (V0)
AC6F0004 SW T7,0004 (A2)
00087900 SLL T7,T0,0x4
01E87823 SUBU T7,T7,T0
000F7900 SLL T7,T7,0x4
01E7001A DIV T7,A3
3C0EF510 LUI T6,F510
35CE1000 ORI T6,T6,1000 ;T6=F5101000
26100008 ADDIU S0,S0,0008
02002025 OR A0,S0,R0
AC6E0000 SW T6,0000 (V1)
3C190007 LUI T9,0007
3739C07C ORI T9,T9,C07C ;T7=0x0007C07C
26100008 ADDIU S0,S0,0008
3C18F200 LUI T8,F200
AC980000 SW T8,0000 (A0)
AC990004 SW T9,0004 (A0)
02002825 OR A1,S0,R0
3C0EFA00 LUI T6,FA00
ACAE0000 SW T6,0000 (A1)
00087080 SLL T6,T0,0x2
01C87023 SUBU T6,T6,T0
000E7080 SLL T6,T6,0x2
01C87021 ADDU T6,T6,T0
000E7100 SLL T7,T6,0x0
00003012 MFLO A2
30D800FF ANDI T8,A2,00FF
03003025 OR A2,T8,R0
01C7001A DIV T6,A3
0018CE00 SLL T9,T8,0x10
26100008 ADDIU S0,S0,0008
14E00002 BNE A3,R0,0002
00000000 NOP
0007000D BREAK 01C00
2401FFFF ADDIU AT,R0,FFFF
14E10004 BNE A3,AT,0004
3C018000 LUI AT,8000
15E10002 BNE A3,AT,0002
00000000 NOP
0006000D BREAK 01800
00007812 MFLO T7
31F800FF ANDI T9,T7,00FF
14E00002 BNE A3,R0,0002
00000000 NOP
0007000D BREAK 01C00
2401FFFF ADDIU AT,R0,FFFF
14E10004 BNE A3,AT,0004
3C018000 LUI AT,8000
15C10002 BNE T6,AT,0002
00000000 NOP
0006000D BREAK 01800
00187400 SLL T7,18,0x10
032E7825 OR T7,T9,T6
0006C200 SLL T8,A2,0x8
01F8C825 OR T9,T7,T9
372E00FF ORI T6,T9,00FF
ACAE0004 SW T6,0004 (A1)
//7F008B28 3D658 load gold DL
3C180200 LUI T8,0200
02001825 OR V1,S0,R0
27184758 ADDIU T8,T8,4758 ;T8=0x02004758
3C0F0600 LUI T7,0600
AC6F0000 SW T7,0000 (V1) ;T7->uDL: 06000000 - branchdl
AC780004 SW T8,0004 (V1) ;T8->lDL: 02004758 - gold DL
8FBF0034 LW RA,0034 (SP)
26020008 ADDIU V0,S0,0008
8FB0002C LW S0,002C (SP)
8FB10030 LW S1,0030 (SP)
03E00008 JR RA
27BD00E8 ADDIU SP,SP,00E8
7F00XXXX 3D688 loads the RareWare logo
// 3D6E8 ROM offset
3C05002A LUI A1,002A
AC440000 SW A0,0000 (V0)
24A5E560 ADDIU A1,A1,E560 ;A1=0x29E560: RAREWARE logo
0C001707 JAL 70005C1C
3B06003F ANDI A2,T8,003F
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@@ -1,607 +0,0 @@
header:
00000000 8003D400 00000000 00070015
44A0A1BD 0000000D 00000000 00000000
21 models; 7 offsets, 13 images
offsets: (7)
0x0 05000460 //left arm
0x4 05000478 //left hand
0x8 050005E0 //right hand
0xC 050005E0 //right gun
0x10 05000418 //head
0x14 05000478 //left gun
0x18 050003D0 //hat
images: (D)
0x1C 0000063B 20300400 02020200
0x28 0000065C 20200600 02000000
0x34 0000064D 20200600 02020200
0x40 00000650 20200600 02020200
0x4C 00000653 20200600 02020200
0x58 00000656 20200600 02020200
0x64 00000649 20200600 02000000
0x70 0000065B 20300400 02000200
0x7C 0000065E 20200600 02000000
0x88 0000065F 30200400 02020000
0x94 00000810 20300400 02000200
0xA0 00000644 01010100 02000000
0xAC 000007BC 20200600 01000000
Table:
0xB8 00010000 05000820 00000000 00000000 00000000 050000D0
0xD0 00020000 05000830 050000B8 05000808 00000000 050000E8
0xE8 00020000 0500084C 050000D0 05000250 00000000 05000100
0x100 01020000 05000868 050000E8 050001D8 00000000 05000118
0x118 00020000 05000884 05000100 05000160 00000000 05000130
0x130 000A0000 050008A0 05000118 00000000 00000000 05000148
0x148 00180000 05000A58 05000130 00000000 00000000 00000000 //right foot
0x160 000A0000 05000A78 05000100 00000000 05000118 05000178
0x178 00080000 05000A94 05000160 050001A8 00000000 05000190
0x190 00180000 05000F84 05000178 00000000 00000000 00000000 //right shin
0x1A8 00080000 05000FA4 05000160 00000000 05000178 050001C0
0x1C0 00180000 050010EC 050001A8 00000000 00000000 00000000 //right shin (distance)
0x1D8 000A0000 0500110C 050000E8 00000000 05000100 050001F0
0x1F0 00080000 05001128 050001D8 05000220 00000000 05000208
0x208 00180000 05001794 050001F0 00000000 00000000 00000000 //right leg
0x220 00080000 050017B4 050001D8 00000000 050001F0 05000238
0x238 00180000 05001944 05000220 00000000 00000000 00000000 //right leg (distance)
0x250 00020000 05001964 050000D0 050003B8 050000E8 05000268
0x268 01020000 05001980 05000250 05000340 00000000 05000280
0x280 00020000 0500199C 05000268 050002C8 00000000 05000298
0x298 000A0000 050019B8 05000280 00000000 00000000 050002B0
0x2B0 00180000 05001B70 05000298 00000000 00000000 00000000 //left foot
0x2C8 000A0000 05001B90 05000268 00000000 05000280 050002E0
0x2E0 00080000 05001BAC 050002C8 05000310 00000000 050002F8
0x2F8 00180000 050020C0 050002E0 00000000 00000000 00000000 //left shin
0x310 00080000 050020E0 050002C8 00000000 050002E0 05000328
0x328 00180000 05002224 05000310 00000000 00000000 00000000 //left shin (distance)
0x340 000A0000 05002244 05000250 00000000 05000268 05000358
0x358 00080000 05002260 05000340 05000388 00000000 05000370
0x370 00180000 05002914 05000358 00000000 00000000 00000000 //left leg
0x388 00080000 05002934 05000340 00000000 05000358 050003A0
0x3A0 00180000 05002AC4 05000388 00000000 00000000 00000000 //left leg (distance)
0x3B8 01020000 05002AE4 050000D0 05000790 05000250 050003D0
0x3D0 00020000 05002B00 050003B8 05000448 00000000 050003E8
0x3E8 000A0000 05002B1C 050003D0 00000000 00000000 05000400
0x400 00090000 05002B38 050003E8 00000000 00000000 05000418
0x418 00170000 05002B5C 05000400 05000430 00000000 00000000 //head placeholder
0x430 00180000 05002E0C 05000400 00000000 05000418 00000000 //front collar
0x448 00020000 05002E2C 050003B8 050005B0 050003D0 05000460
0x460 01020000 05002E48 05000448 05000538 00000000 05000478
0x478 00020000 05002E64 05000460 050004C0 00000000 05000490
0x490 000A0000 05002E80 05000478 00000000 00000000 050004A8
0x4A8 00180000 050030F0 05000490 00000000 00000000 00000000 //right hand
0x4C0 000A0000 05003110 05000460 00000000 05000478 050004D8
0x4D8 00080000 0500312C 050004C0 05000508 00000000 050004F0
0x4F0 00180000 0500356C 050004D8 00000000 00000000 00000000 //right forearm
0x508 00080000 0500358C 050004C0 00000000 050004D8 05000520
0x520 00180000 050036B0 05000508 00000000 00000000 00000000 //right forearm (distance)
0x538 000A0000 050036D0 05000448 00000000 05000460 05000550
0x550 00080000 050036EC 05000538 05000580 00000000 05000568
0x568 00180000 05003AB4 05000550 00000000 00000000 00000000 //right arm
0x580 00080000 05003AD4 05000538 00000000 05000550 05000598
0x598 00180000 05003C1C 05000580 00000000 00000000 00000000 //right arm (distance)
0x5B0 00020000 05003C3C 050003B8 05000718 05000448 050005C8
0x5C8 01020000 05003C58 050005B0 050006A0 00000000 050005E0
0x5E0 00020000 05003C74 050005C8 05000628 00000000 050005F8
0x5F8 000A0000 05003C90 050005E0 00000000 00000000 05000610
0x610 00180000 05003F00 050005F8 00000000 00000000 00000000 //left hand
0x628 000A0000 05003F20 050005C8 00000000 050005E0 05000640
0x640 00080000 05003F3C 05000628 05000670 00000000 05000658
0x658 00180000 0500437C 05000640 00000000 00000000 00000000 //left forearm
0x670 00080000 0500439C 05000628 00000000 05000640 05000688
0x688 00180000 050044C0 05000670 00000000 00000000 00000000 //left forearm (distance)
0x6A0 000A0000 050044E0 050005B0 00000000 050005C8 050006B8
0x6B8 00080000 050044FC 050006A0 050006E8 00000000 050006D0
0x6D0 00180000 050048C4 050006B8 00000000 00000000 00000000 //left arm
0x6E8 00080000 050048E4 050006A0 00000000 050006B8 05000700
0x700 00180000 05004A2C 050006E8 00000000 00000000 00000000 //left arm (distance)
0x718 000A0000 05004A4C 050003B8 00000000 050005B0 05000730
0x730 00080000 05004A68 05000718 05000760 00000000 05000748
0x748 00180000 0500541C 05000730 00000000 00000000 00000000 //chest
0x760 00080000 0500543C 05000718 00000000 05000730 05000778
0x778 00180000 050056B8 05000760 00000000 00000000 00000000 //chest (distance)
0x790 000A0000 050056D8 050000D0 00000000 050003B8 050007A8
0x7A8 00080000 050056F4 05000790 050007D8 00000000 050007C0
0x7C0 00180000 05005C48 050007A8 00000000 00000000 00000000 //waist
0x7D8 00080000 05005C68 05000790 00000000 050007A8 050007F0
0x7F0 00180000 05005E98 050007D8 00000000 00000000 00000000 //waist (distance)
0x808 000D0000 05005EB8 050000B8 00000000 050000D0 00000000
-
01:B8 {02:D0 {02:E8 {02:100 {02:118 {0A:130 {18:148}}
0A:160 {08:178 {18:190}
08:1A8 {18:1C0}}
}
0A:1D8 {08:1F0 {18:208}
08:220 {18:238}
}
}
02:250 {02:268 {02:280 {0A:298 {18:2B0}}
{0A:2C8 {08:2E0 {18:2F8}
08:310 {18:328}}
}
0A:340 {08:358 {18:370}
08:388 {18:3A0}
}
}
02:3B8 {02:3D0 {0A:3E8 {09:400 {17:418
18:430}}
}
}
02:448 {02:460 {02:478 {0A:490 {18:4A8}}
0A:4C0 {08:4D8 {18:4F0}
08:508 {18:520}}
}
0A:538 {08:550 {18:568}
08:580 {18:598}}
}
02:5B0 {02:5C8 {02:5E0 {0A:5F8 {18:610}}
0A:628 {08:640 {18:658}
08:670 {18:688}}
}
0A:6A0 {08:6B8 {18:6D0}
08:6E8 {18:700}}
0A:718 {08:730 {18:748}
08:760 {18:778}}
}
0A:790 {08:7A8 {18:7C0}
08:7D8 {18:7F0}}
}
0D:808}
-
superheading: 0xB8
0x820 00000004 050000D0 00000000 00000000
position: 0xD0 complete body
0x830 00000000 00000000 00000000 0001 0005 FFFF FFFF 050000E8 439FB526
0 0 0
319.415222
position: 0xE8 complete right leg
0x84C C2BD40D3 C2D455B8 00000000 000B 0006 FFFF FFFF 05000100 43F16463
-94.626610 -106.167419 0
482.784271
position: 0x100 right foot+right shin
0x868 C3E0BD2F C102FE8A 00000000 000D 0007 0009 FFFF 05000118 43FC7B17
-449.477997 -8.187143 0
504.961639
position: 0x118 right leg
0x884 C3F1CD0B C0AEBA1D 00000000 000F 0008 FFFF FFFF 00000000 434CE4F4
-483.601898 -5.460219 0
204.894348
dimentions: 0x130 right foot
0x8A0 00000004
C2CA0000 40400000
C2600000 42960000
C29C0000 432F0000
point display struct: 0x148 right foot
0xA58 05005ED8 00000000 050008C0 000C 000C 05000980 05000A40 0003 0000 00000000
mapping @ 0x5ED8
normal point table @ 0x8C0; C normal points
collision point table @ 0x980; C collision points
point usage table @ 0xA40
dimentions: 0x160 right shin
0xA78 00000005
C3F88000 41F80000
C2A60000 429E0000
C2B20000 42AE0000
distance: 0x178
0xA94 00000000 4647B000 05000190 00000000
point display struct: 0x190 right shin
0xF84 05005F48 00000000 05000AA8 002E 001A 05000D88 05000F28 0003 0000 00000000
mapping @ 0x5F48
normal point table @ 0xAA8; 2E normal points
collision point table @ 0xD88; 1A collision points
point usage table @ 0xF28
distance: 0x1A8
0xFA4 4647B000 4DCB21F4 050001C0 00000000
point display struct: 0x1C0 right shin (distance)
0x10EC 05006030 00000000 05000FB8 000A 0008 05001058 050010D8 0003 0000 00000000
mapping @ 0x6030
normal point table @ 0xFB8; A normal points
collision point table @ 0x1058; 8 collision points
point usage table @ 0x10D8
dimentions: 0x1D8
0x110C 00000006
C3ED0000 42BE0000
C2BE0000 429C0000
C2C40000 42FC0000
distance: 0x1F0
0x1128 00000000 4647B000 05000208 00000000
point display struct: 0x208 right leg
0x1794 05006098 00000000 05001138 003E 0020 05001518 05001718 0003 0000 00000000
mapping @ 0x6098
normal point table @ 0x1138; 3E normal points
collision point table @ 0x1518; 20 collision points
point usage table @ 0x1718
distance: 0x220
0x17B4 4647B000 4DCB21F4 05000238 00000000
point display struct: 0x238 right leg (distance)
0x1944 050061D8 00000000 050017C8 000E 0008 050018A8 05001928 0003 0000 00000000
mapping @ 0x61D8
normal point table @ 0x17C8; E normal points
collision point table @ 0x18A8; 8 collision points
point usage table @ 0x1928
position: 0x250
0x1964 42CAFE38 C2CF8EF7 00000000 000A 000A FFFF FFFF 05000268 43F2C96D
101.496521 -103.779228 0
485.573639
position: 0x268
0x1980 43D9E04D C154FE48 00000000 000C 000B 000D FFFF 05000280 44024CC0
435.752350 -13.312080 0
521.199219
position: 0x280
0x199C 43F8EC2F C08F40CF 00000000 000E 000C FFFF FFFF 00000000 434E1293
497.845184 -4.476661 0
206.072556
dimentions: 0x298
0x19B8 00000001
BF800000 42CC0000
C2640000 42960000
C29C0000 432F0000
point display struct: 0x2B0 left foot
0x1B70 05006240 00000000 050019D8 000C 000C 05001A98 05001B58 0003 0000 00000000
mapping @ 0x6240
normal point table @ 0x19D8; C normal points
collision point table @ 0x1A98; C collision points
point usage table @ 0x1B58
dimentions: 0x2C8
0x1B90 00000002
C1700000 44004000
C2AE0000 429A0000
C2B20000 42AE0000
distance: 0x2E0
0x1BAC 00000000 4647B000 050002F8 00000000
point display struct: 0x2F8 left shin
0x20C0 050062B0 00000000 05001BC0 0030 001A 05001EC0 05002060 0003 0000 00000000
mapping @ 0x62B0
normal point table @ 0x1BC0; 30 normal points
collision point table @ 0x1EC0; 1A collision points
point usage table @ 0x2060
distance: 0x310
0x20E0 4647B000 4DCB21F4 05000328 00000000
point display struct: 0x328 left shin (distance)
0x2224 05006398 00000000 050020F0 000A 0008 05002190 05002210 0003 0000 00000000
mapping @ 0x6398
normal point table @ 0x20F0; A normal points
collision point table @ 0x2190; 8 collision points
point usage table @ 0x2210
dimentions: 0x340
0x2244 00000003
C2CC0000 43EE0000
C2CC0000 429E0000
C2C40000 42FC0000
distance: 0x358
0x2260 00000000 4647B000 05000370 00000000
point display struct: 0x370 left leg
0x2914 05006400 00000000 05002270 0042 0020 05002690 05002890 0003 0000 00000000
mapping @ 0x6400
normal point table @ 0x2270; 42 normal points
collision point table @ 0x2690; 20 collision points
point usage table @ 0x2890
distance: 0x388
0x2934 4647B000 4DCB21F4 050003A0 00000000
point display struct: 0x3A0 left leg (distance)
0x2AC4 05006538 00000000 05002948 000E 0008 05002A28 05002AA8 0003 0000 00000000
mapping @ 0x6538
normal point table @ 0x2948; E normal points
collision point table @ 0x2A28; 8 collision points
point usage table @ 0x2AA8
position: 0x3B8
0x2AE4 3F9D6367 427824EC 00000000 0002 0001 0014 FFFF 050003D0 43E3A383
1.229596 62.036057 0
455.277435
position: 0x3D0
0x2B00 C02A90A3 43EBEEA3 00000000 0003 0000 FFFF FFFF 00000000 435474E2
-2.665078 471.864349 0
212.456573
dimentions: 0x3E8
0x2B1C 00000008
C2A00000 42A20000
C2DE0000 432C0000
C29E0000 43090000
head placement: 0x400
0x2B38 C076F8D7 C28EE1D4 433BF051 3E56C615 C19FA475 C0EE3F98 05000418 05000430 00000000
//ties to 0x418(type 17) and 0x430 (type 18 display list - front collar)
offset to head: 0x418
0x2B5C 00000000
point display struct: 0x430 front collar
0x2E0C 050065A0 00000000 05002B60 0016 0012 05002CC0 05002DE0 0003 0000 00000000
mapping @ 0x65A0
normal point table @ 0x2B60; 16 normal points
collision point table @ 0x2CC0; 12 collision points
point usage table @ 0x2DE0
position: 0x448
0x2E2C 4353B63D 43880BD6 00000000 0004 0002 FFFF FFFF 05000460 43787589
211.711868 272.092468 0
248.459122
position: 0x460
0x2E48 435A1BA3 428594A7 4107070C 0006 000E 0010 FFFF 05000478 43887949
218.107956 66.790337 8.439220
272.947540
position: 0x478
0x2E64 437ACDBB 3E82AEB0 40F1F6FF 0008 000F FFFF FFFF 00000000 430F0027
250.803635 0.255239 7.561401
143.000595
dimentions: 0x490
0x2E80 00000009
41100000 43020000
C2040000 42480000
C2540000 424C0000
point display struct: 0x4A8 right hand
0x30F0 05006650 00000000 05002EA0 0018 000A 05003020 050030C0 0003 0000 00000000
mapping @ 0x6650
normal point table @ 0x2EA0; 18 normal points
collision point table @ 0x3020; A collision points
point usage table @ 0x30C0
dimentions: 0x4C0
0x3110 0000000A
C0E00000 43868000
C2A00000 42300000
C25C0000 42A60000
distance: 0x4D8
0x312C 00000000 4647B000 050004F0 00000000
point display struct: 0x4F0 right forearm
0x356C 050066F8 00000000 05003140 0026 0018 050033A0 05003520 0003 0000 00000000
mapping @ 0x66F8
normal point table @ 0x3140; 26 normal points
collision point table @ 0x33A0; 18 collision points
point usage table @ 0x3520
distance: 0x508
0x358C 4647B000 4DCB21F4 05000520 00000000
point display struct: 0x520 right forearm (distance)
0x36B0 050067E8 00000000 050035A0 0008 0008 05003620 050036A0 0003 0000 00000000
mapping @ 0x67E8
normal point table @ 0x35A0; 8 normal points
collision point table @ 0x3620; 8 collision points
point usage table @ 0x36A0
dimentions: 0x538
0x36D0 0000000B
C2EA0000 435C0000
C2340000 42E20000
C2640000 42B60000
distance: 0x550
0x36EC 00000000 4647B000 05000568 00000000
point display struct: 0x568 right arm
0x3AB4 05006850 00000000 05003700 0021 0016 05003910 05003A70 0003 0000 00000000
mapping @ 0x6850
normal point table @ 0x3700; 21 normal points
collision point table @ 0x3910; 16 collision points
point usage table @ 0x3A70
distance: 0x580
0x3AD4 4647B000 4DCB21F4 05000598 00000000
point display struct: 0x598 right arm (distance)
0x3C1C 05006920 00000000 05003AE8 000A 0008 05003B88 05003C08 0003 0000 00000000
position: 0x5B0
0x3C3C C348FD21 438AD798 00000000 0005 0003 FFFF FFFF 050005C8 4380E125
-200.988785 277.684326 0
257.758942
position: 0x5C8
0x3C58 C35E742B 4274E7D1 00000000 0007 0011 0013 FFFF 050005E0 438B53D1
-222.453781 61.226383 0
278.654816
position: 0x5E0
0x3C74 C38411CD 3FAEB13E 00000000 0009 0012 FFFF FFFF 00000000 4306DABA
-264.139069 1.364784 0
134.854401
dimentions: 0x5F8
0x3C90 0000000C
C2EE0000 3F800000
C1E80000 42580000
C2380000 42680000
point display struct: 0x610 left hand
0x3F00 05006988 00000000 05003CB0 0018 000A 05003E30 05003ED0 0003 0000 00000000
mapping @ 0x6988
normal point table @ 0x3CB0; 18 normal points
collision point table @ 0x3E30; A collision points
point usage table @ 0x3ED0
dimentions: 0x628
0x3F20 0000000D
C3890000 40000000
C2900000 42500000
C2440000 42B20000
distance: 0x640
0x3F3C 00000000 4647B000 05000658 00000000
point display struct: 0x658 left forearm
0x437C 05006A30 00000000 05003F50 0026 0018 050041B0 05004330 0003 0000 00000000
mapping @ 0x6A30
normal point table @ 0x3F50; 26 normal points
collision point table @ 0x41B0; 18 collision points
point usage table @ 0x4330
distance: 0x670
0x439C 4647B000 4DCB21F4 05000688 00000000
point display struct: 0x688 left forearm (distance)
0x44C0 05006B20 00000000 050043B0 0008 0008 05004430 050044B0 0003 0000 00000000
mapping @ 0x6B20
normal point table @ 0x43B0; 8 normal points
collision point table @ 0x4430; 8 collision points
point usage table @ 0x44B0
dimentions: 0x6A0
0x44E0 0000000E
C3600000 42E00000
C24C0000 42D40000
C2600000 42B20000
distance: 0x6B8
0x44FC 00000000 4647B000 050006D0 00000000
point display struct: 0x6D0 left arm
0x48C4 05006B88 00000000 05004510 0021 0016 05004720 05004880 0003 0000 00000000
mapping @ 0x6B88
normal point table @ 0x4510; 21 normal points
collision point table @ 0x4720; 16 collision points
point usage table @ 0x4880
distance: 0x6E8
0x48E4 4647B000 4DCB21F4 05000700 00000000
point display struct: 0x700 left arm (distance)
0x4A2C 05006C58 00000000 050048F8 000A 0008 05004998 05004A18 0003 0000 00000000
mapping @ 0x6C58
normal point table @ 0x48F8; A normal points
collision point table @ 0x4998; 8 collision points
point usage table @ 0x4A18
dimentions: 0x718
0x4A4C 0000000F
C3510000 43520000
C1F80000 43D38000
C2C80000 43140000
distance: 0x730
0x4A68 00000000 4647B000 05000748 00000000
point display struct: 0x748 chest
0x541C 05006CC0 00000000 05004A78 0062 002C 05005098 05005358 0003 0000 00000000
mapping @ 0x6CC0
normal point table @ 0x4A78; 62 normal points
collision point table @ 0x5098; 2C collision points
point usage table @ 0x5358
distance: 0x760
0x543C 4647B000 4DCB21F4 05000778 00000000
point display struct: 0x778 chest (distance)
0x56B8 05006E20 00000000 05005450 001B 0008 05005600 05005680 0003 0000 00000000
mapping @ 0x6E20
normal point table @ 0x5450; 1B normal points
collision point table @ 0x5600; 8 collision points
point usage table @ 0x5680
dimentions: 0x790
0x56D8 00000007
C33F0000 433C0000
C3710000 42B40000
C2BC0000 430F0000
distance: 0x7A8
0x56F4 00000000 4647B000 050007C0 00000000
point display struct: 0x7C0 waist
0x5C48 05006EA0 00000000 05005708 0030 001E 05005A08 05005BE8 0003 0000 00000000
mapping @ 0x6EA0
normal point table @ 0x5708; 30 normal points
collision point table @ 0x5A08; 1E collision points
point usage table @ 0x5BE8
distance: 0x7D8
0x5C68 4647B000 4DCB21F4 050007F0 00000000
point display struct: 0x7F0 waist (distance)
0x5E98 05006F98 00000000 05005C78 0017 0008 05005DE8 05005E68 0003 0000 00000000
mapping @ 0x6F98
normal point table @ 0x5C78; 17 normal points
collision point table @ 0x5DE8; 8 collision points
point usage table @ 0x5E68
shadow: 0x808
0x5EB8 40600000 42000000 43CC4000 43D90000 050000AC 050000B8 441500A8 00000000
3.5 32
408.5 434
image @ 0xAC
main model directory heading @ 0xB8 (target)
596.010254
------------------
01 superheading 4
02 position call 1,5 link position Character
shadow
02 position call B,6 link position Right Leg 01 used to indicate one of five major commands
position call D,7,9 link position R.foot+shin
dimentions 4 R.foot
dimentions 5 R.shin (+distance)
position call F,8 no linkage R.leg
dimentions 6 R.leg (+distance)
02 position call A,A link position Left Leg 01 used to indicate one of five major commands
position call C,B,D link position L.foot+shin
dimentions 1 L.foot
dimentions 2 L.shin (+distance)
position call E,C no linkage L.leg
dimentions 3 L.leg (+distance)
02 position call 2,1,14 link position Upper Body 01 used to indicate one of five major commands
dimentions F chest (+distance)
dimentions 7 waist (+distance)
position call 3,0 no linkage Head and Collar
dimentions 8 head and collar
02 position call 4,2 link position Right Arm 01 used to indicate one of five major commands
position call 6,E,10 link position R.hand+forearm
dimentions 9 R.hand
dimentions A R.forearm (+distance)
position call 8,F no linkage R.arm
dimentions B R.arm (+distance)
02 position call 5,3 link position Left Arm 01 used to indicate one of five major commands
position call 7,11,13 link position L.hand+forearm
dimentions C L.hand
dimentions D L.forearm (+distance)
position call 9,12 no linkage L.arm
dimentions E L.arm (+distance)
@@ -1,20 +0,0 @@
0x180 large square plane, probably for flash effect or similar
0x198 same plane as 0x180, but mirrored
0x1E0 barrel, or at least something perfectly round
0x270 trigger guard
0x2B8 index finger for trigger
0x2E8 plane intersecting 0x180, possibly for the flash emanating from gun
0x318 fingers, connected to 0x468
0x330 grip of gun
0x390 tip of middle finger
0x3A8 tip of ring finger
0x3C0 tip of pinky finger
0x408 thumb
0x420 lower half of gun case
0x468 upper section of hand, wrapped around the grip
0x4B0 arm, leading to hand (0x468)
0x4C8 funny triangular bit, connecting gun case to grip
0x510 trigger (I think...)
0x558 top sliding part (upper)
0x570 top sliding part (lower)
0x588 notch on back of sliding part
@@ -1,590 +0,0 @@
header:
00000000 8003A170 00000000 002B0001
455B087B 00000054 00000000 00000000
84 images; 1 object - 43 offsets
offsets: (43)
0x0 050004E4 //0 handle for tabs on side of folder
0x4 05000514 //1 handle for basic folder
0x8 050005D4 //2 handle for FOR YOUR EYES ONLY
0xC 05000604 //3 handle for OHMSS
0x10 05000634 //4 handle for CONFIDENTIAL - briefing
0x14 05000664 //5 handle for CONFIDENTIAL - multi
0x18 05000694 //6 handle for CLASSIFIED
0x1C 050006C4 //7 handle to shadow beneath character image
0x20 050006F4 //8 handle for 1st selected file image (Brosnan)
0x24 05000724 //9 handle for 2st selected file image (Connery)
0x28 05000754 //A handle for 3st selected file image (Moore)
0x2C 05000784 //B handle for 4st selected file image (Dalton)
0x30 050007CC //C handle to shadow beneath briefing image
0x34 05000BD4 //D handle to main folder select screen
0x38 05000C04 //E handle to shadow beneath slot selection pic
0x3C 05000C34 //F handle for 1st slot selection pic (Brosnan)
0x40 05000C64 //10 handle for 2st slot selection pic (Connery)
0x44 05000C94 //11 handle for 3st slot selection pic (Moore)
0x48 05000CC4 //12 handle for 4st slot selection pic (Dalton)
0x4C 05000574 //13 handle for solo stage select
0x50 050005A4 //14 handle to solo selection table (stage imgs)
0x54 050005BC //15 solo selection table (stage imgs)
0x58 050007FC //16 handle for Dam briefing image
0x5C 0500082C //17 handle for Facility briefing image
0x60 0500085C //18 handle for Runway briefing image
0x64 0500088C //19 handle for Surface I briefing image
0x68 050008BC //1A handle for Bunker I briefing image
0x6C 050008EC //1B handle for Silo briefing image
0x70 0500091C //1C handle for Frigate briefing image
0x74 0500094C //1D handle for Surface II briefing image
0x78 0500097C //1E handle for Bunker II briefing image
0x7C 050009AC //1F handle for Statue briefing image
0x80 050009DC //20 handle for Archives briefing image
0x84 05000A0C //21 handle for Streets briefing image
0x88 05000A3C //22 handle for Depot briefing image
0x8C 05000A6C //23 handle for Train briefing image
0x90 05000A9C //24 handle for Jungle briefing image
0x94 05000ACC //25 handle for Control briefing image
0x98 05000AFC //26 handle for Caverns briefing image
0x9C 05000B2C //27 handle for Cradle briefing image
0xA0 05000B5C //28 handle for Aztec briefing image
0xA4 05000B8C //29 handle for Egypt briefing image
0xA8 05000544 //2A handle to secondary folder (multi, cheats, briefings)
images: (84)
0xAC 00000A26 41410700 00020200 //coat of arms - upper left
0xB8 00000A27 41410700 00020200 //coat of arms - upper right
0xC4 00000A28 41410700 00020200 //coat of arms - lower left
0xD0 00000A29 41410700 00020200 //coat of arms - lower right
0xDC 000003F6 20400700 01020200 //paperclip
0xE8 00000A2A 41410700 00020200 //Brosnan - upper left
0xF4 00000A2B 41410700 00020200 //Brosnan - upper right
0x100 00000A2C 41410700 00020200 //Brosnan - lower left
0x10C 00000A2D 41410700 00020200 //Brosnan - lower right
0x118 00000A43 5F200300 01020200 //OHMSS - left half
0x124 00000A42 40400700 00000000 //dark manilla texture
0x130 00000A45 40400700 00000000 //light manilla texture
0x13C 00000A46 40400700 00020200 //coat of arms on manilla
0x148 00000A40 5F200300 01020200 //FOR -
0x154 00000A3E 5F200300 01020200 //- EYES-
0x160 00000A3F 5F200400 01020200 //- ONLY
0x16C 00000A41 5F200400 01020200 //-YOUR-
0x178 000004FD 20200600 02020200 //shadow of paper
0x184 00000A44 5F200400 01020200 //OHMSS - right half
0x190 00000A3C 5F200300 01020200 //CONFIDENTIAL - left half
0x19C 00000A3D 5F200400 01020200 //CONFIDENTIAL - right half
0x1A8 00000A3A 5F200300 01020200 //CLASSIFIED - left half
0x1B4 00000A3B 5F200400 01020200 //CLASSIFIED - right half
0x1C0 00000A47 10100000 01000000 //filmstrip
0x1CC 000009EA 80400000 00020200 //Archives briefing - top
0x1D8 000009F8 80400000 00020200 //Dam briefing - top
0x1E4 000009F9 80400000 00020200 //Dam briefing - bottom
0x1F0 000009EB 80400000 00020200 //Archives briefing - bottom
0x1FC 000009F0 80400000 00020200 //Aztec briefing - top
0x208 000009F1 80400000 00020200 //Aztec briefing - bottom
0x214 000009F2 80400000 00020200 //Caverns briefing - top
0x220 000009F3 80400000 00020200 //Caverns briefing - bottom
0x22C 000009F4 80400000 00020200 //Cradle briefing - top
0x238 000009F5 80400000 00020200 //Cradle briefing - bottom
0x244 000009F6 80400000 00020200 //Egyptian briefing - top
0x250 000009F7 80400000 00020200 //Egyptian briefing - bottom
0x25C 000009FA 80400000 00020200 //Depot briefing - top
0x268 000009FB 80400000 00020200 //Depot briefing - bottom
0x274 000009FC 80400000 00020200 //Frigate briefing - top
0x280 000009FD 80400000 00020200 //Frigate briefing - bottom
0x28C 000009FE 80400000 00020200 //Jungle briefing - top
0x298 000009FF 80400000 00020200 //Jungle briefing - bottom
0x2A4 00000A00 80400000 00020200 //Streets briefing - top
0x2B0 00000A01 80400000 00020200 //Streets briefing - bottom
0x2BC 00000A02 80400000 00020200 //Runway briefing - top
0x2C8 00000A03 80400000 00020200 //Runway briefing - bottom
0x2D4 00000A04 80400000 00020200 //Bunker I briefing - top
0x2E0 00000A05 80400000 00020200 //Bunker I briefing - bottom
0x2EC 00000A06 80400000 00020200 //Bunker II briefing - top
0x2F8 00000A07 80400000 00020200 //Bunker II briefing - bottom
0x304 00000A08 80400000 00020200 //Surface I briefing - top
0x310 00000A09 80400000 00020200 //Surface I briefing - bottom
0x31C 00000A0A 80400000 00020200 //Surface II briefing - top
0x328 00000A0B 80400000 00020200 //Surface II briefing - bottom
0x334 00000A0C 80400000 00020200 //Silo briefing - top
0x340 00000A0D 80400000 00020200 //Silo briefing - bottom
0x34C 00000A0E 80400000 00020200 //Statue briefing - top
0x358 00000A0F 80400000 00020200 //Statue briefing - bottom
0x364 00000A10 80400000 00020200 //Train briefing - top
0x370 00000A11 80400000 00020200 //Train briefing - bottom
0x37C 000009EE 80400000 00020200 //Facility briefing - top
0x388 000009EF 80400000 00020200 //Facility briefing - bottom
0x394 000009EC 80400000 00020200 //Control briefing - top
0x3A0 000009ED 80400000 00020200 //Control briefing - bottom
0x3AC 00000A12 442C0000 01020200 //Archives stage select
0x3B8 00000A13 442C0000 01020200 //Control stage select
0x3C4 00000A14 442C0000 01020200 //Facility stage select
0x3D0 00000A15 442C0000 01020200 //Aztec stage select
0x3DC 00000A16 442C0000 01020200 //Caverns stage select
0x3E8 00000A17 442C0000 01020200 //Cradle stage select
0x3F4 00000A18 442C0000 01020200 //Egyptian stage select
0x400 00000A19 442C0000 01020200 //Dam stage select
0x40C 00000A1A 442C0000 01020200 //Depot stage select
0x418 00000A1B 442C0000 01020200 //Frigate stage select
0x424 00000A1C 442C0000 01020200 //Jungle stage select
0x430 00000A1D 442C0000 01020200 //Streets stage select
0x43C 00000A1E 442C0000 01020200 //Runway stage select
0x448 00000A1F 442C0000 01020200 //Bunker I stage select
0x454 00000A20 442C0000 01020200 //Bunker II stage select
0x460 00000A21 442C0000 01020200 //Surface I stage select
0x46C 00000A22 442C0000 01020200 //Surface II stage select
0x478 00000A23 442C0000 01020200 //Silo stage select
0x484 00000A24 442C0000 01020200 //Statue stage select
0x490 00000A25 442C0000 01020200 //Train stage select
Table:
0x49C 00020000 05000D0C 00000000 00000000 00000000 050004B4
0x4B4 000A0000 05000D28 0500049C 00000000 00000000 050004CC
0x4CC 00040000 05000DC8 050004B4 050004E4 00000000 00000000
0x4E4 00120000 05000DDC 050004B4 05000514 050004CC 050004FC
0x4FC 00040000 05000F28 050004E4 00000000 00000000 00000000
0x514 00120000 05000F3C 050004B4 05000544 050004E4 0500052C
0x52C 00040000 05001098 05000514 00000000 00000000 00000000
0x544 00120000 050010AC 050004B4 05000574 05000514 0500055C
0x55C 00040000 05001158 05000544 00000000 00000000 00000000
0x574 00120000 0500116C 050004B4 050005D4 05000544 0500058C
0x58C 00040000 05001F28 05000574 050005A4 00000000 00000000
0x5A4 00120000 05001F3C 05000574 00000000 0500058C 050005BC
0x5BC 00180000 050029E8 050005A4 00000000 00000000 00000000
0x5D4 00120000 05002A08 050004B4 05000604 05000574 050005EC
0x5EC 00040000 05002B10 050005D4 00000000 00000000 00000000
0x604 00120000 05002B24 050004B4 05000634 050005D4 0500061C
0x61C 00040000 05002BB0 05000604 00000000 00000000 00000000
0x634 00120000 05002BC4 050004B4 05000664 05000604 0500064C
0x64C 00040000 05002C50 05000634 00000000 00000000 00000000
0x664 00120000 05002C64 050004B4 05000694 05000634 0500067C
0x67C 00040000 05002CF0 05000664 00000000 00000000 00000000
0x694 00120000 05002D04 050004B4 050006C4 05000664 050006AC
0x6AC 00040000 05002D90 05000694 00000000 00000000 00000000
0x6C4 00120000 05002DA4 050004B4 050007CC 05000694 050006DC
0x6DC 00040000 05002E20 050006C4 050006F4 00000000 00000000
0x6F4 00120000 05002E34 050006C4 05000724 050006DC 0500070C
0x70C 00040000 05002F40 050006F4 00000000 00000000 00000000
0x724 00120000 05002F54 050006C4 05000754 050006F4 0500073C
0x73C 00040000 05003060 05000724 00000000 00000000 00000000
0x754 00120000 05003074 050006C4 05000784 05000724 0500076C
0x76C 00040000 05003180 05000754 00000000 00000000 00000000
0x784 00120000 05003194 050006C4 050007B4 05000754 0500079C
0x79C 00040000 050032A0 05000784 00000000 00000000 00000000
0x7B4 00040000 050032F8 050006C4 00000000 05000784 00000000
0x7CC 00120000 0500330C 050004B4 05000BD4 050006C4 050007E4
0x7E4 00040000 05003388 050007CC 050007FC 00000000 00000000
0x7FC 00120000 0500339C 050007CC 0500082C 050007E4 05000814
0x814 00040000 05003428 050007FC 00000000 00000000 00000000
0x82C 00120000 0500343C 050007CC 0500085C 050007FC 05000844
0x844 00040000 050034C8 0500082C 00000000 00000000 00000000
0x85C 00120000 050034DC 050007CC 0500088C 0500082C 05000874
0x874 00040000 05003568 0500085C 00000000 00000000 00000000
0x88C 00120000 0500357C 050007CC 050008BC 0500085C 050008A4
0x8A4 00040000 05003608 0500088C 00000000 00000000 00000000
0x8BC 00120000 0500361C 050007CC 050008EC 0500088C 050008D4
0x8D4 00040000 050036A8 050008BC 00000000 00000000 00000000
0x8EC 00120000 050036BC 050007CC 0500091C 050008BC 05000904
0x904 00040000 05003748 050008EC 00000000 00000000 00000000
0x91C 00120000 0500375C 050007CC 0500094C 050008EC 05000934
0x934 00040000 050037E8 0500091C 00000000 00000000 00000000
0x94C 00120000 050037FC 050007CC 0500097C 0500091C 05000964
0x964 00040000 05003888 0500094C 00000000 00000000 00000000
0x97C 00120000 0500389C 050007CC 050009AC 0500094C 05000994
0x994 00040000 05003928 0500097C 00000000 00000000 00000000
0x9AC 00120000 0500393C 050007CC 050009DC 0500097C 050009C4
0x9C4 00040000 050039C8 050009AC 00000000 00000000 00000000
0x9DC 00120000 050039DC 050007CC 05000A0C 050009AC 050009F4
0x9F4 00040000 05003A68 050009DC 00000000 00000000 00000000
0xA0C 00120000 05003A7C 050007CC 05000A3C 050009DC 05000A24
0xA24 00040000 05003B08 05000A0C 00000000 00000000 00000000
0xA3C 00120000 05003B1C 050007CC 05000A6C 05000A0C 05000A54
0xA54 00040000 05003BA8 05000A3C 00000000 00000000 00000000
0xA6C 00120000 05003BBC 050007CC 05000A9C 05000A3C 05000A84
0xA84 00040000 05003C48 05000A6C 00000000 00000000 00000000
0xA9C 00120000 05003C5C 050007CC 05000ACC 05000A6C 05000AB4
0xAB4 00040000 05003CE8 05000A9C 00000000 00000000 00000000
0xACC 00120000 05003CFC 050007CC 05000AFC 05000A9C 05000AE4
0xAE4 00040000 05003D88 05000ACC 00000000 00000000 00000000
0xAFC 00120000 05003D9C 050007CC 05000B2C 05000ACC 05000B14
0xB14 00040000 05003E28 05000AFC 00000000 00000000 00000000
0xB2C 00120000 05003E3C 050007CC 05000B5C 05000AFC 05000B44
0xB44 00040000 05003EC8 05000B2C 00000000 00000000 00000000
0xB5C 00120000 05003EDC 050007CC 05000B8C 05000B2C 05000B74
0xB74 00040000 05003F68 05000B5C 00000000 00000000 00000000
0xB8C 00120000 05003F7C 050007CC 05000BBC 05000B5C 05000BA4
0xBA4 00040000 05004008 05000B8C 00000000 00000000 00000000
0xBBC 00040000 05004060 050007CC 00000000 05000B8C 00000000
0xBD4 00120000 05004074 050004B4 00000000 050007CC 05000BEC
0xBEC 00040000 050042E0 05000BD4 05000C04 00000000 00000000
0xC04 00120000 050042F4 05000BD4 00000000 05000BEC 05000C1C
0xC1C 00040000 05004370 05000C04 05000C34 00000000 00000000
0xC34 00120000 05004384 05000C04 05000C64 05000C1C 05000C4C
0xC4C 00040000 05004490 05000C34 00000000 00000000 00000000
0xC64 00120000 050044A4 05000C04 05000C94 05000C34 05000C7C
0xC7C 00040000 050045B0 05000C64 00000000 00000000 00000000
0xC94 00120000 050045C4 05000C04 05000CC4 05000C64 05000CAC
0xCAC 00040000 050046D0 05000C94 00000000 00000000 00000000
0xCC4 00120000 050046E4 05000C04 05000CF4 05000C94 05000CDC
0xCDC 00040000 050047F0 05000CC4 00000000 00000000 00000000
0xCF4 00040000 05004848 05000C04 00000000 05000CC4 00000000
2:49C{ A:4B4{ 4:4CC
12:4E4{ 4:4FC}
12:514{ 4:52C}
12:544{ 4:55C}
12:574{ 4:58C
12:5A4{ 18:5BC}}
12:5D4{ 4:5EC}
12:604{ 4:61C}
12:634{ 4:64C}
12:664{ 4:67C}
12:694{ 4:6AC}
12:6C4{ 4:6DC
12:6F4{ 4:70C}
12:724{ 4:73C}
12:754{ 4:76C}
12:784{ 4:79C}
4:7B4}
12:7CC{ 4:7E4
12:7FC{ 4:814}
12:82C{ 4:844}
12:85C{ 4:874}
12:88C{ 4:8A4}
12:8BC{ 4:8D4}
12:8EC{ 4:904}
12:91C{ 4:934}
12:94C{ 4:964}
12:97C{ 4:994}
12:9AC{ 4:9C4}
12:9DC{ 4:9F4}
12:A0C{ 4:A24}
12:A3C{ 4:A54}
12:A6C{ 4:A84}
12:A9C{ 4:AB4}
12:ACC{ 4:AE4}
12:AFC{ 4:B14}
12:B2C{ 4:B44}
12:B5C{ 4:B7C}
12:B8C{ 4:BA4}
4:BBC}
12:BD4{ 4:BEC
12:C04{ 4:C1C
12:C34{ 4:C4C}
12:C64{ 4:C7C}
12:C94{ 4:CAC}
12:CC4{ 4:CDC}
4:CF4}}}}
0xD0C 02 position (0x49C)
C364EBBF 4340F1B8 C2480000 0000 0000 FFFF FFFF 00000000 455B087B
0xD28 0A dimentions (0x4B4)
00000001
C50C0000 450C0000
C5285000 45285000
C2C80000 42C80000
0xDC8 04 display list (0x4CC) [dark manilla backdrop]
05004860 00000000 0000 0000 05000D48 0008 0000
point table @ 0xD48; 8 points
display list @ 0x4860
0xDDC 12 handle (0x4E4)
050004FC 00000000
0xF28 04 display list (0x4FC) [tabs on side of folders]
050048D8 00000000 00000000 05000DE8 0014 0000
point table @ 0xDE8; 20 points
display list @ 0x48D8
0xF3C 12 handle (0x514)
0500052C 00000000
0x1098 04 display list (0x52C) [basic folder]
05004968 00000000 00000000 05000F48 0015 0000
point table @ 0x; points
display list @ 0x
0x10AC 12 handle (0x544)
0500055C 00000000
0x1158 04 display list (0x5CC) [secondary folder - cheats, multi, briefings]
point table @ 0x; points
display list @ 0x
0x116C 12 handle (0x574)
0x1F28 04 display list (0x58C) [solo stage select]
05004AC8 00000000 00000000 05001178 00DB 0000
point table @ 0x1178; 219 points
display list @ 0x4AC8
0x1F3C 12 handle (0x5A4)
0x29E8 18 display list (0x5BC) [selection table with stage images]
05004FE0 00000000 05001F48 0050 0050 05002448 05002948 0000 0000
point table @ 0x1F48; 80 points
collision point table @ 0x2448; 80 points
point usage table @ 0x2948
display list @ 0x4FE0
0x2A08 12 handle (0x5D4)
050005EC 00000000
0x2B10 04 display list (0x5EC) [FOR YOUR EYES ONLY]
point table @ 0x; points
display list @ 0x
0x2B24 12 handle (0x604)
0x2BB0 04 display list (0x61C) [OHMSS]
point table @ 0x; points
display list @ 0x
0x2BC4 12 handle (0x634)
0x2C50 04 display list (0x64C) [briefing CONFIDENTIAL]
point table @ 0x; points
display list @ 0x
0x2C64 12 handle (0x664)
0x2CF0 04 display list (0x67C) [multi CONFIDENTIAL]
point table @ 0x; points
display list @ 0x
0x2D04 12 handle (0x694)
0x2D90 04 display list (0x6AC) [CLASSIFIED]
050053E0 00000000 00000000 05002D10 0008 0000
point table @ 0x2D10; 8 points
display list @ 0x53E0
0x2DA4 12 handle (0x6C4)
050006DC 00000000
0x2E20 04 display list (0x6DC) [shadow under character image]
05005468 00000000 00000000 05002DB0 0007 0000
point table @ 0x2DB0; 7 points
display list @ 0x5468
0x2E34 12 handle (0x6F4)
0500070C 00000000
0x2F40 04 display list (0x70C) [selected file 1 character image]
050054D8 00000000 00000000 05002E40 0010 0000
point table @ 0x2E40; 16 points
display list @ 0x54D8
0x2F54 12 handle (0x724)
0500073C 00000000
0x3060 04 display list (0x73C) [selected file 2 character image]
05005578 00000000 00000000 05002F60 0010 0000
point table @ 0x2F60; 16 points
display list @ 0x5578
0x3074 12 handle (0x754)
0500076C 00000000
0x3180 04 display list (0x76C) [selected file 3 character image]
05005618 00000000 00000000 05003080 0010 0000
point table @ 0x3080; 16 points
display list @ 0x5618
0x3194 12 handle (0x784)
0500079C 00000000
0x32A0 04 display list (0x79C) [selected file 4 character image]
050056B8 00000000 00000000 050031A0 0010 0000
point table @ 0x31A0; 16 points
display list @ 0x56B8
0x32F8 04 display list (0x7B4) [paperclip]
05005758 00000000 00000000 050032B8 0004 0000
point table @ 0x32B8; 4 points
display list @ 0x5758
0x330C 12 handle (0x7CC)
050007E4 00000000
0x3388 04 display list (0x7E4) [Briefing image shadow]
050057C8 00000000 00000000 05003318 0007 0000
point table @ 0x3318; 7 points
display list @ 0x57C8
0x339C 12 handle (0x7FC)
05000814 00000000
0x3428 04 display list (0x814) [Briefing Dam Image]
point table @ 0x; points
display list @ 0x
0x343C 12 handle (0x82C)
0x34C8 04 display list (0x844) [Briefing Facility Image]
point table @ 0x; points
display list @ 0x
0x34DC 12 handle (0x85C)
0x3568 04 display list (0x874) [Briefing Runway Image]
point table @ 0x; points
display list @ 0x
0x357C 12 handle (0x88C)
0x3608 04 display list (0x8A4) [Briefing Surface I Image]
point table @ 0x; points
display list @ 0x
0x361C 12 handle (0x8BC)
0x36A8 04 display list (0x8D4) [Briefing Bunker I Image]
point table @ 0x; points
display list @ 0x
0x36BC 12 handle (0x8EC)
0x3748 04 display list (0x904) [Briefing Silo Image]
point table @ 0x; points
display list @ 0x
0x375C 12 handle (0x91C)
0x37E8 04 display list (0x934) [Briefing Frigate Image]
point table @ 0x; points
display list @ 0x
0x37FC 12 handle (0x94C)
0x3888 04 display list (0x964) [Briefing Surface II Image]
point table @ 0x; points
display list @ 0x
0x389C 12 handle (0x97C)
0x3928 04 display type (0x994) [Briefing Bunker II Image]
point table @ 0x; points
display list @ 0x
0x393C 12 handle (0x9AC)
0x39C8 04 display list (0x9C4) [Briefing Statue Image]
point table @ 0x; points
display list @ 0x
0x39DC 12 handle (0x9DC)
0x3A68 04 display list (0x9F4) [Briefing Archives Image]
point table @ 0x; points
display list @ 0x
0x3A7C 12 handle (0xA0C)
0x3B08 04 display list (0xA24) [Briefing Streets Image]
point table @ 0x; points
display list @ 0x
0x3B1C 12 handle (0xA3C)
0x3BA8 04 display list (0xA54) [Briefing Depot Image]
point table @ 0x; points
display list @ 0x
0x3BBC 12 handle (0xA6C)
0x3C48 04 display list (0xA84) [Briefing Train Image]
point table @ 0x; points
display list @ 0x
0x3C5C 12 handle (0xA9C)
0x3CE8 04 display list (0xAB4) [Briefing Jungle Image]
point table @ 0x; points
display list @ 0x
0x3CFC 12 handle (0xACC)
0x3D88 04 display list (0xAE4) [Briefing Control Image]
point table @ 0x; points
display list @ 0x
0x3D9C 12 handle (0xAFC)
0x3E28 04 display list (0xB14) [Briefing Caverns Image]
point table @ 0x; points
display list @ 0x
0x3E3C 12 handle (0xB2C)
0x3EC8 04 display list (0xB44) [Briefing Cradle Image]
point table @ 0x; points
display list @ 0x
0x3EDC 12 handle (0xB5C)
0x3F68 04 display list (0xB74) [Briefing Aztec Image]
point table @ 0x; points
display list @ 0x
0x3F7C 12 handle (0xB8C)
0x4008 04 display list (0xBA4) [Briefing Egypt Image]
point table @ 0x; points
display list @ 0x
0x4060 04 display list (0xBBC) [Briefing paper clip]
point table @ 0x; points
display list @ 0x
0x4074 12 handle (0xBD4)
05000BEC 00000000
0x42E0 04 display list (0xBEC) [main folder select screen]
050062A8 00000000 00000000 05004080 0026 0000
point table @ 0x4080; 38 points
display list @ 0x62A8
0x42F4 12 handle (0xC04)
05000C1C 00000000
0x4370 04 display list (0xC1C) [main folder select picture shadow]
050063B0 00000000 00000000 05004300 0007 0000
point table @ 0x4300; 7 points
display list @ 0x63B0
0x4384 12 handle (0xC34)
05000C4C 00000000
0x4490 04 display list (0xC4C) [slot 1 file select picture]
05006420 00000000 00000000 05004390 0010 0000
point table @ 0x4390; 16 points
display list @ 0x6420
0x44A4 12 handle (0xC64)
05000C7C 00000000
0x45B0 04 display list (0xC7C) [slot 2 file select picture]
050064C0 00000000 00000000 050044B0 0010 0000
point table @ 0x44B0; 16 points
display list @ 0x64C0
0x45C4 12 handle (0xC94)
05000CAC 00000000
0x46D0 04 display list (0xCAC) [slot 3 file select picture]
05006560 00000000 00000000 050045D0 0010 0000
point table @ 0x45D0; 16 points
display list @ 0x6560
0x46E4 12 handle (0xCC4)
05000CDC 00000000
0x47F0 04 display list (0xCDC) [slot 4 file select picture]
05006600 00000000 00000000 050046F0 0010 0000
point table @ 0x46F0; 16 points
display list @ 0x6600
0x4848 04 display list (0xCF4) [paper clip on main folder select]
050066A0 00000000 00000000 05004808 0004 0000
point table @ 0x4808; 4 points
display list @ 0x66A0
@@ -1,404 +0,0 @@
Setting Textured and Untextured Geometry in GoldenEye
Image application is done via microcode commands (herein called OPs regardless the inaccuracy of the word). There are four OPs you must keep track of, and in this document I'll mostly refer to them by number and not name. They are listed here in the order they are usually used:
B9 SetOtherModeLow: sets how the image is applied to geometry
FC SetCombine: dictates how alpha and color are combined
BA SetOtherModeHigh: sets how the image is applied to geometry
BB Texture: size and application of image data
There are also two more important commands:
C0 Normally NOP, used here to do image recall
E7 SyncPipe: waits for all geometry data to finish before proceeding
Before you change any B9, BA, of FC OPs, you need to set an E7 command. Otherwise, you could wind up applying the wrong settings accidentally while the RSP catches up to you. You only need one sync between the old data and the new, such as:
E7000000 00000000
BA001402 00100000
B900031D 0C182078
FC26A004 1F1093FF
NOT:
E7000000 00000000
BA001402 00100000
E7000000 00000000
B900031D 0C182078
E7000000 00000000
FC26A004 1F1093FF
The format for a C0 command is more complicated and is covered in more depth in a dedicated document. These examples will mostly deal with type 02 OPs, whose format is as follows:
C0000000 00000000 basic command
00800000 00000000 mirror S
00400000 00000000 clamp S
00200000 00000000 mirror T
00100000 00000000 clamp T
000C0000 00000000 ST offset, 2 avoids pixelized edges
00000002 00000000 type, which here is 2
00000000 00000FFF image ID
Suffice it to say your command will almost always look like:
C0080002 00000### ;# is image ID value
Other commands have more complex formatting that described above. S and T above are what are usually called U and V coordinates; these map a position in the image to the vertex, pinning it to your geometry.
As a final note before moving onto the next section, you only need to change a setting if it isn't the same as the current one. For instance, if you have two images using the same size and same format, you probably won't have to set anything at all. This will be mentioned in the examples below as well.
+_+
Basics of Textured and Untextured Geometry
The difference between textured and untextured geometry is more than just including an image. You must provide the correct settings to render the difference. This example comes from the start of a room and will be explained in one moment.
Textured:
E7000000 00000000 ;Always start by flushing the pipe
BA001402 00100000 ;2 cycle when textured
B900031D 0C182078 ;color image - ignore alpha
FC26A004 1F1093FF ;ignores image and vertex alpha
BA001001 00010000 ;images use lod
BB002801 FFFFFFFF ;on, level 5, tile 0, ignore ST
C0080002 00000iii ;type 02 image #iii
Untextured:
E7000000 00000000 ;Always start by flushing the pipe
BA001402 00000000 ;1 cycle when untextured
B900031D 00502078 ;only uses vertex and enviroment colors
FCFFFFFF FFFE793C ;only applies vertex and enviroment color
(BA001001 00000000) ;not included: already set to tile
BB000001 FFFFFFFF ;on, level 0, tile 0, ignore ST
In the untextured example the OP in parathesis is not actually included in the script. When a value is already set you do not need to include it. Here it was inserted for your benefit.
As a brief note, the settings above refer to a room binary. At runtime extra flags are toggled and all this will be mentioned below. Take it as it comes for now.
Breakdown:
The pipe is flushed at the beginning because geometry modes and combiners are going to change. The first BA command is also a point-in-fact. It must be set to 2-cycle in order to manage textures and 1-cycle to operate more efficiently on untextured triads. The second BA is not entirely necessary but takes advantage of level-of-detail. This will use different scale textures at different distances, and when textures are in use you will almost always want to flag it on.
In the following section B9 commands will be expressed in more depth, but the thing to note here is how you set them for color and texture. The upper word (B900031D) merely says what settings are being changed and this will always be the same. The lower word contains the settings themselves. The actual settings are complicated, but the only operative change is:
0C182078 img-a: blend alpha shade, blend 0
00502078 no img: color blender
In other words, everything within 0x1FFFFF is the same. Textureless geometry sets the 00400000 flag, and images do not.
The combiner is a far more invloved case, and due to the math and hardware background involved will not be covered at all in this document. Suffice it to say there are only four settings that ever need to be applied in GE, and they are:
FC26A004 1F1093FF image-alpha
FC26A004 1F1493FF color image+alpha
FC26A004 1FFC93FF greyscale+alpha (ia)
FCFFFFFF FFFE793C no image
These include flags to allow, when B9 permits, merging with enviroment color alpha. Setting them even when unused has no adverse results, so might as well ;*)
BB texture commands used regardless if textures are applied. They require you to know a little about the texture you're using, it any. A quick breakdown:
BB000000 00000000 basic command
00FF0000 00000000 bowtie, usually 0. +4 kills a scanline!
00003800 00000000 level, or size of tile in dmem. 0-7
00000700 00000000 tile, used to save it in memory. usually 0
00000001 00000000 on(1) or off(0). You want on.
00000000 FFFF0000 S offset. Leave at -1 (FFFF)
00000000 0000FFFF T offset. Leave at -1 (FFFF)
The tile value allows you to store a image for recall with a bunch of restrictions. In GE this is a bad idea since you'd overwrite things the programmers placed in those slots and generally make a mess. So, for new objects and rooms use 0.
S and T offsets are usually left at -1,-1 (FFFFFFFF) so the ST for each vertex is used instead. They would usually be set only when a different tile is being used, such as applying luster. The different tile will include the "reflection" and be applied using funny ST offsets to stretch the image and make it look like the reflection is offset from the sample.
The level refers to the size of your image when assembled and sent off. That's the width, the height, and the format multiplied together. For indexed images, imagine each index is replaced by the color sample.
level image binary total size
7 8192 0x2000
6 4096 0x1000
5 2048 0x800
4 1024 0x400
3 512 0x200
2 256 0x100
1 128 0x80
0 0 0x0 (more likely no image)
As in 32x32 16bit = 800, 32x64 ia = 1000. Max of 2000. The largest color image would be 64x64, 16bit color making it 0x2000, or tile 7. It's BB command would look like:
BB003801 FFFFFFFF
32x32 color images, used more than anything, are level 5:
BB002801 FFFFFFFF
Note that untextured images don't have an image source. That's why they use level 0. That's the meaning behind BB000001 FFFFFFFF.
Now that you are thoroughly confused, the following sections discuss practical application of multisized images in different types of geometry files.
+_+
Rooms: Type 02 Texture Application
Lets start with applying type 02 textures, as this is the most prevalent method to apply images and is common to all image formats. Note this assumes you have already added the texture into the ROM and know its ID, size, and format. This outlines how you set the microcode to properly apply it.
Rooms and objects are handled slightly differently due to certain settings rolling over. Lets start with rooms first.
Texture settings come before all other data in any kind of telemetry file. The actual formula is very simple and requires only the below.
The example is for a 32x32 ci image using image alpha and BG alpha if present. Color comes from both the image and vertex colors. That's the most common scenario in GE.
E7000000 00000000 ;Always start by flushing the pipe
if(image)
BA001402 00100000 ;2 cycle when textured
B900031D 0C184978 ;color image - use image alpha
FC26A004 1F1493FF ;color: img A + BG A, no vtx A
BA001001 00010000 ;images use lod
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
C0080002 00000iii ;type 2 image #iii, presumed 32x32 ci
else(color)
BA001402 00000000 ;1 cycle when color
B900031D 00502078 ;use vertex color only
FCFFFFFF FFFE793C ;apply vertex and bg color only
BB000001 FFFFFFFF ;on: level 0, tile 0, default ST
if(not yet set)
BA001102 00000000 ;clamp
BA000C02 00002000 ;bi-level interpretation
B7000000 00002000 ;cull back
FB000000 000000FF ;background color
;insert geometry here
First thing to note: included are the OPs to use just vertex color as well. You can simply switch between them as you see fit. That's included here for reference, but for now we'll only deal with the image part of it now.
Before playing with commands, a word about the "if not yet set" section. These commands only need to be set once at the start of the file. You never need to tinker with them again unless you honestly want to. Set them after the first texture call to ensure nothing alters them behind your back.
GE files expect images to be clamped and yours probably will be anyway. To be consistent you'll have to use bi-level interpretation. Point and average will not mesh well with any of the original geometry. In general you don't want to use point anyway, as it tends to pixelate much like the graphics in Doom.
Cull back is set to prevent rendering the back side of geometry. This way only the side facing you is rendered, not the back as well. Gives a performance boost. If you use two-sided geometry be sure to set it back afterward!
The background (or enviroment) color is used to flatten against. In particular, you need to make sure the alpha value is set to FF unless you want translucent walls--yours or unexpectantly others.
Everything else worth saying has to do with the "image" section. Only four commands in the entire script will change depending on your image, and of them only three are worth mentioning.
B9 changes based on image format
FC changes based on image format
BB changes based on image size
C0 call a different image ID
B9 is the most difficult to set simply because of the large degree of options available. By comparison FC and BB are simple. So, first, B9. To save time and energy, the most common settings are listed here as well as when to apply them.
The upper part of the command will always be B900031D and states you'll be changing render mode, convergance, depthmode, and blender settings. The bottom word will change depending on your specific image and what effects you'll want to use. The most common scenarios are these:
B900031D 00502078 no image, no BG color
B900031D 0C182048 greyscale - alpha, BG alpha
B900031D 0C104DD8 intensity+alpha, no BG color
B900031D 0C182078 color image - alpha, BG alpha
B900031D 0C184978 color image + alpha, BG alpha
Certain flags have different uses, and most enable modes for the combiner to use without directly having their own impact. The flags of most importance here are these:
00400000 no image
00080000 enables BG alpha using the FB OP
00004000 enables image alpha; not used with below
00002000 alpha converge selection; no img. alpha
Actually working out exactly what you want is beyond the scope of this. You would have to refer to documentation on the RSP microcode. The generic settings above though should serve for almost any image and scenario you run into.
FC is easy to set. If no alpha is used use one of the first two settings. If no image is used use one of the last two settings. If the image uses alpha, pick the appropriate one for color or greyscale (I/IA) image.
FC26A004 1F1093FC image-alpha
FC26A004 1F1093FF image-alpha, BG alpha
FC26A004 1F1493FC color image+alpha
FC26A004 1F1493FF color image+alpha, BG alpha
FC26A004 1FFC93FC greyscale+alpha (ia)
FC26A004 1FFC93FF greyscale+alpha (ia), BG alpha
FCFFFFFF FFFE793C no image
FCFFFFFF FFFE793F no image, BG alpha
Working out the exact settings is more of a chore. The individual flags combine based on selected render settings to combine the final output. Again, well beyond the scope of this document.
BB is also easy to set so long as you know what size the image is. The key is the image format and size.
Width * Height * Depth = Size
Multiply the width and height, then multiply this by the size of the color data. If the image is indexed, use the size of the color key in the table. Remember there's 16bits in a byte.
level image binary total size
7 8192 0x2000
6 4096 0x1000
5 2048 0x800
4 1024 0x400
3 512 0x200
2 256 0x100
1 128 0x80
0 0 0x0 (more likely no image)
Here's some examples:
32x32 ci, 16bit color
32 * 32 * 2bytes = 4096 bytes: level 6
32x32 i, 8bit
32 * 32 * 1byte = 2048 bytes: level 5
If you fall between levels, round up:
12x12 32bit color
12 * 12 * 4bytes = 576 bytes
round up to 1024: level 4
Now you stuff the level value into the OP.
level OP
0 BB000001 FFFFFFFF
1 BB000801 FFFFFFFF
2 BB001001 FFFFFFFF
3 BB001801 FFFFFFFF
4 BB002001 FFFFFFFF
5 BB002801 FFFFFFFF
6 BB003001 FFFFFFFF
7 BB003801 FFFFFFFF
+_+
Changing Textures Within a Room
Most interesting rooms will use more than one texture. When swapping textures you only need to include the code that changes. Also, you only need to sync the pipe (E7 OP) when a B9, BA, or FC OP changes.
As an example, here's a sample room illustrating a few texture changes. The types of textures are noted.
E7000000 00000000 ;Always start by flushing the pipe
BA001402 00100000 ;2 cycle when textured
B900031D 0C184978 ;color image - use image alpha
FC26A004 1F1493FF ;color: img A + BG A, no vtx A
BA001001 00010000 ;images use lod
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
C0080002 00000iii ;type 2 image #iii, 32x32 ci
BA001102 00000000 ;clamp
BA000C02 00002000 ;bi-level interpretation
B7000000 00002000 ;cull back
FB000000 000000FF ;background color
;insert geometry here
;example 1: same type+size
C0080002 00000iii ;type 2 image #iii, 32x32 ci
;more geometry
;example 2: different size
BB003001 FFFFFFFF ;on: level 6, tile 0, default ST
C0080002 00000iii ;type 2 image #iii, 64x32 ci
;more geometry
;example 3: change render mode
E7000000 00000000 ;changing settings
B900031D 0C182078 ;color image - no image alpha
C0080002 00000iii ;type 2 image #iii, 64x32 ci
;more geometry
;example 4: complete change
E7000000 00000000 ;changing settings
B900031D 0C102048 ;greyscale image - no image alpha
FC26A004 1F1093FF ;image without alpha + BG alpha
BB002001 FFFFFFFF ;on: level 4, tile 0, default ST
C0080002 00000iii ;type 2 image #iii, 32x32 i8
Each in series. Example 1 shows that if the image is exactly the same as the previous settings, you just add a new texture call. It's that easy.
Example 2 shows how you call an image that has the same format as the current image but differs in size. Simply write in the new BB and CO OPs. No pipe is necessary.
Example 3 illustrates changing the render mode in a B9 OP, here ignoring the alpha channel. A flush OP (E7) is needed because a B9 command will be used. The new render setting is applied and the texture OP is written. As a side note, by disabling alpha in B9 you do not need to change the FC command. You could also achieve the same effect by altering FC if you like, but disabling it from B9 saves you from having to write a million FCs.
Example 4 is a complete texture swap. All four commands are used and a flush is called beforehand.
You can also switch between textured and untextured, presuming you watch the settings. In this example, you start out untextured, then swap to using textures:
E7000000 00000000 ;Always start by flushing the pipe
BA001402 00000000 ;1 cycle when color
B900031D 00502078 ;use vertex color only
FCFFFFFF FFFE793C ;apply vertex and bg color only
BB000001 FFFFFFFF ;on: level 0, tile 0, default ST
BA001102 00000000 ;clamp
BA000C02 00002000 ;bi-level interpretation
B7000000 00002000 ;cull back
FB000000 000000FF ;background color
;insert geometry here
;switch to textures
E7000000 00000000 ;changing settings
BA001402 00100000 ;2 cycle when textured
B900031D 0C184978 ;color image - use image alpha
FC26A004 1F1493FF ;color: img A + BG A, no vtx A
BA001001 00010000 ;images use lod
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
C0080002 00000iii ;type 2 image #iii, presumed 32x32 ci
;insert more geometry here
In order to switch, you flush, set the cycle rate back to 2, set LOD, then do your normal texture commands. You won't need to clamp, cull, set the BG, or set the interpretation level again. If you wanted, you could also change back from textured to untextured. Simply turn off LOD, set the cycles back to 1, and set the OPs for colour.
+_+
Unorthodox Texture Application
The simplest change can be used with the settings given above. It adds a fixed amount of translucency to any geometry following it by setting the background enviroment color. The OP is FB and simply takes a 32bit color value:
FB000000 00000000 basic command
00000000 FF000000 red
00000000 00FF0000 green
00000000 0000FF00 blue
00000000 000000FF alpha
By altering the render mode you can also use this to make the black in a greyscale image lacking alpha act like alpha. For instance:
B900031D 0C1849D8 ;intensity, BG alpha
FC26A004 1F1093FF ;image-alpha, BG alpha
BB003001 FFFFFFFF ;on: level 6, tile 0
C0080002 00000iii ;image, expected to be greyscale
FB000000 00000080 ;50% translucent
Ever wonder how to add luster to a surface? It is as simple as making a small change to your BB command and setting two flags. For instance:
BB002801 08000800
C0080002 00000iii
B7000000 00060000
The B7 setting here sets lighting and texture gen, and this causes luster on the surface. Note the ST settings in the BB command. By setting these you offset the texture, effectively setting the repeat rate of the lusterous overlay. After the shiny part of the model and definately before ending the display list you must reset the flags using this line:
B6000000 00060000
Otherwise, the effect will leak onto every other piece of geometry that follows it, and this can also crash the game.
Type 01 texture commands load two images, one visible at a distance and the other close up. It can also be used to add detail to an image when close but keep from rendering it far away. Examples would be the rock walls in Dam and the stone walls in Grid. This example comes from Dam:
B900031D 0C1849D8 ;uses convergence and depth comparisons
FC26E404 1F10FFFF ;uses LOD fraction
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
C01B8001 FA 9A1 4B1 ;type 1: 9A1 near, 4B1 far, dist. FA
BA001102 00040000 ;enable colour dither
The format for the type 1 C0 OP is more complicated, and here it is in detail:
C0000000 00000000 basic command
00800000 00000000 S mirror
00400000 00000000 S clamp
00200000 00000000 T mirror
00100000 00000000 T clamp
000C0000 00000000 ST offset
0003C000 00000000 S shift
00003C00 00000000 T shift
00000001 00000000 type 1 command
00000000 FF000000 distance for replacement
00000000 00iii000 near image ID (base)
00000000 00000iii far image ID (overlay)
The important parts are the level and two image IDs. In simplest form you have C0080001 FAiiiIII, where i is image 1 and I image 2.
The level is the distance at which replacement occurs. Set to FF no replacement happens. For "detail textures" you want a value roughly F8 to FB. Finding the right value is more a matter of trial-and-error. Technically this sets a PrimaryColor alpha level which converges with the overlay texture, but you don't have to worry about that.
Oddly, the near image will always be present. The far image acts as an overlay that fades as you near the level set in the command.
For best effect you want the two images to be the same size and preferably the same format. If the size differs, set the difference in the S and T to the appropriate shift values. The example above uses S shift to account for image misalignment.
Remember too to enable colour dither in BA and disable it when you're done. This allows the transition to smoothly blend the two images. Otherwise, the effect can be very ugly.
+_+
Objects
As mentioned before, objects use a slightly different set of commands. In particular, rooms will automatically set certain flags in B9 commands. There's also certain OPs that must be included and omitted from the display list.
As before, here's the general initialization for a 32x32 ci image without alpha. Note the difference from rooms.
E7000000 00000000 ;Always start by flushing the pipe
if(image)
BA001001 00010000 ;images use LOD
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
C0080002 00000iii ;type 2 image, presumed 32x32 ci
if(not yet set)
BA001102 00000000 ;clamp
BA000C02 00002000 ;bi-level interpretation
else(color)
BA001402 00000000
B900031D 00552078
FCFFFFFF FFFE793C
if(not yet set)
B7000000 00002000 ;cull back
01020040 03000000 ;basic matrix
If images are in use you also have to set clamp and bi-level interp. Pure color doesn't require it, but images will. Also note the addition of the matrix command. This loads a default matrix for the object. It is required, and failing to do so will cause bad things to happen.
It is more obvious what you don't need. 2-cycle is already set, and the BG color should already be set to black. Objects presume B9 is already set to C8102078. That's the equivalent of 0C102078 in rooms. In general, XOR room values with C4000000 to get this table:
Common B9 values:
B900031D 00552078 no image, no BG color
B900031D C8182048 greyscale - alpha, BG alpha
B900031D C8104DD8 intensity+alpha, no BG color
B900031D C8182078 color image - alpha, BG alpha
B900031D C8184978 color image + alpha, BG alpha
Otherwise, all other settings should be identical to rooms. Note you do need to set B9 if it differs from the default, and because the values aren't automatically corrected at runtime you have more control over how to set them.
+_+
Note only a fraction of the above applies to other N64 titles and is not written as a general guide to display list editting. It is presented with generic values to allow the average hacker with little experience in N64 display lists to custom hex edit pre-generated output. Please refer to RSP / RDP microcode documentation for a better reference of available render and combiner settings.
-Zoinkity
@@ -1,45 +0,0 @@
This is a sort of side project that developed out of analyzing a guard to death.
Guard Part Ordering (though any object will do)
-------------------------------------------------
Each 'piece' of an object model is given a label so it can be identified in-game. Up until now the numbering system has been neglected; it usually isn't necessary to know what piece is which. It usually is only used during collision detection, as when shooting a head versus a foot. For our purposes it is more likely to be used to rebuild models though.
The ordering system is generated using the 02 position commands in the object's table. Here's an example of the 02 command and a breakdown of the features:
0x0 4 relative x position
0x4 4 relative y position
0x8 4 relative z position
0xC 2 *current command order number*
0xE 2 *first piece order #*
0x10 2 *second piece order #* (FFFF if not present)
0x12 2 *third piece order #* (FFFF if not present)
0x14 4 offset to child 02 command (if applicable)
0x18 4 unknown float value
0x5C8 C35E742B 4274E7D1 00000000 0007 0011 0013 FFFF 050005E0 438B53D1
In this example, the 02 command shown is #7 in the model. If some bizare function requests 7's data, it will retrieve this command.
There are two piece entries to this command as well, 11 and 13. In this particular case it is the left hand and left forearm of a character, but it could be any two pieces of the model.
It is rather important to note that command numbers and piece numbers form two different lists! Commands span from 1+ but piece numbers start at 0.
Child entries are those entries that are linked together in the main object table. Piece numbers are assigned to the child entry alone. Command numbers are assigned to the 02 commands that set the piece numbers.
{02:5C8 {02:5E0 {0A:5F8 {18:610}}
0A:628 {08:640 {18:658}
08:670 {18:688}}
}
0x5C8 has two children: 0x5E0 and 0x628. 0x5E0 is labelled #11, and 0x628 is labelled #13. Since only render commands (dimentions, distance, and display structs) are in 0x628's group, piece 13 is exclusively the value for the left forearm model.
Now for a quick look at part #11 - an 02 command used in the hand. 0x5E0 set its piece number to 11. If the entire piece, including the command needs to be grabbed, this number can be used. However, it also assigns a piece number to its children:
0x5E0 C38411CD 3FAEB13E 00000000 0009 0012 FFFFFFFF 00000000 4306DABA
0x5E0's COMMAND number is set to 09 while its piece number is 11. The 0A and 18 child commands are now assigned piece number 12. When something wants to access the hand model alone it can use piece number 12 to do so.
--------------------------------
Complicated, eh?
It can also skip command numbers and probably piece numbers as well. Bodies without heads skip commands 3-4, for instance.
Also, this has no bearing on the IDs assigned to the dimention data. That's just in a sort of random numerical order starting at 1.
@@ -1,7 +0,0 @@
0x0 float x position. + moves to character's left, - to character's right
0x4 float z position. + moves in front of character, - backward
0x8 float x size (width) width of image from side to side
0xC float z size (length) length of image from forward to back
first byte in object table indicates number of group commands expected
@@ -1,59 +0,0 @@
First group code for each positioning command:
1 waist (complete body)
2 chest (complete upper body)
3 head + collar
4 R bicep (+ forearm + hand)
5 L bicep (+ forearm + hand)
6 R forearm (+ hand)
7 L forearm (+ hand)
8 R hand
9 L hand
A L shank (+ shin + foot)
B R shank (+ shin + foot)
C L shin (+ foot)
D R shin (+ foot)
E L foot
F R foot
Dimention group code for each part: Note that these indicate impact and part type!
1 L foot
2 L shin
3 L shank
4 R foot
5 R shin
6 R shank
7 waist
8 collar + head
9 R hand
A R forearm
B R bicep
C L hand
D L forearm
E L bicep
F chest
64 held items
6E hat
Merge values for each position:
0 head/collar{chest}
1 chest{head - or - waist}
2 Rbicep{chest}
3 Lbicep{chest}
4 (01 superheading? shadow?)
5 waist{chest}
6 Rshank{waist}
7 Rshin{Rshank}
8 Rfoot{Rshin}
9 Rshin{Rfoot}
A Lshank{waist}
B Lshin{Lshank}
C Lfoot{Lshin}
D Lshin{Lfoot}
E Rforearm{Rbicep}
F Rhand{Rforearm}
10 Rforearm{Rhand}
11 Lforearm{Lbicep}
12 Lhand{Lforearm}
13 Lforearm{Lhand}
14 chest{head - or - waist}
@@ -1,91 +0,0 @@
simple heads:
Simple heads only have one head model (no distance model present). They follow a very simple header format as shown here (taken from Trevhead). All require 2 offsets at the beginning of the file and only contain one line of points and mapping.
header:
00000000 00000000 00000000 0002 0001
433E9EA3 0000 0004 00000000 00000000
2 offsets, 4 images
offsets: (2)
0x0 00000000
0x4 00000000
images: (4)
000007F4 20200000 02000000
000007F8 20400000 02000000
000007F9 20400000 02000000
000007FC 20200000 02000000
Table:
00180000 05002390 00000000 00000000 00000000 00000000
point display struct:
050023B0 00000000 05000050 0198 0069 050019D0 05002060 0003 0000 00000000
mapping at 0x23B0
normal point table at 0x50; 0x198 entries
collision point table at 0x19D0; 0x69 entries
point usage table at 0x2060
--------
Complex heads:
Complex heads have mulitple head models (distance-specific models) or multiple objects attached to the head, such as sunglasses. These use slightly more complicated file tables. This example is of CheadmartinZ. Run headmartinZ run.
Complex heads *will* have 1-2 offset values preset.
First is to the 12-relative command for sunglasses.
Second is to 12-relative command for distance model (low-res)
header:
00000000 00000000 00000000 0002 0001
435E5914 0000 0006 00000000 00000000
2 offsets, 6 images
offsets: (2)
0x0 050000B0
0x4 05000068
images: (6)
0x8 000007CC 20200600 02000000
0x14 000007CB 10200600 02000000
0x20 0000073E 20400000 02000000
0x2C 0000073F 20400000 02000000
0x38 0000073D 20400000 02000000
0x44 00000740 20300400 02000200
Table:
0x50 00120000 050000E0 00000000 00000000 00000000 05000068
0x68 00120000 050000E8 05000050 05000098 00000000 05000080
0x80 00180000 050001BC 05000068 00000000 00000000 00000000
0x98 00180000 05000780 05000050 050000B0 05000068 00000000
0xB0 00120000 050007A0 05000050 00000000 05000098 050000C8
0xC8 00180000 05000A30 050000B0 00000000 00000000 00000000
relative:
0xE0 05000068 00000000
relative:
0xE8 05000080 00000000
point display struct: //low-res head
0x1BC 05000A50 00000000 050000F0 0006 0006 05000150 050001B0 0003 0000 00000000
mapping @ 0xA50
normal point table @ 0xF0; 6 normal points
collision points @ 0x150; 6 collision points
point usage table @ 0x1B0
point display struct: //hi-res head
0x780 05000AB0 00000000 050001E0 0038 001B 05000560 05000710 0003 0000 00000000
mapping @ 0xAB0
normal point table @ 0x1E0; 38 normal points
collision points @ 0x560; 1B collision points
point usage table @ 0x710
relative:
0x7A0 050000C8 00000000
point display struct: //sunglasses
0xA30 05000B98 05000BF0 050007A8 0014 0012 050008E8 05000A08 0003 0000 00000000
mapping @ 0xB98
collisionless mapping @ 0xBF0
normal point table @ 0x7A8; 14 normal points
collision points @ 0x8E8; 12 collision points
point usage table @ 0xA08
@@ -1,281 +0,0 @@
Object Templates
----------------------------------------------------------
From object load line, follow the pointer at offset 0x4
This designates a list of each object's primary header commands
These don't account for *all* of the header, just the main sections required for the object to be valid.
At pointer:
0x0 2 Number of entries in block
0x2 2 reserved
0x4 4 pointer to block
0x8 2 total command index value
At block:
0x0 2 type of header command; ie: type15 part position, 02 display list, etc.
0x4 2 ID of part 1 (first index in command itself)
0x6 2 ID of part 2 or same value (second index in command itself)
note each block is padded to the nearest word.
Just like with object index values, you don't add the 0015/xx01 commands to the tally. Only 0002 commands are added, +3 for each. Order follows that in the object header. ID values likewise coincide with internal numbering format, such as that used by bodies. In other words, part lookup and by extension animation is entirely facilitated by this function.
Each block command entry corresponds to one expected offset value in the object header. The command this offset points to will be the same as the type declared in the block, and likewise its IDs. Note that these cite the bare minimum number of entries; for a complete list of expectant entries, refer to the object offset documentation.
For all intents and purposes it isn't necessary to tinker with the table itself. All that needs to be done is assign the correct pointer for each object type to 0x4 in that object's header. In fact, tampering with the table can render an entire object class useless!
most normal objects (alarms, crates, etc) use 8003C4D8
8003C4D8:
00010000 8003C4D0 [0002.0000.0000 pos: primary model
]
00030000
Pchr*Z
8003C4FC: item pickups; 3 offsets, var. parts
00020000 8003C4F0 [0015.0000.0000 pos: primary model
0015.0001.0001 pos: gunfire effect
]
00000000
Phat*Z
8003A21C: hats; 0 offsets, 1 part
00010000 8003A214 [0015.0000.0000 pos: primary model
]
00000000
PtankZ
8003A208: tank; 9 offsets, 5 parts
00050000 8003A1E8 [0002.0000.0000 pos: primary model
0002.0003.0003 pos: cupola
0002.0006.0006 pos: group 2 (turret swivel)
0002.0009.0009 pos: group 3 (turret)
0002.000C.000C pos: group 4 (turret effect)
]
000F0000
Psev_door4_windZ, Psev_trislideZ, Pgasplant_clear_doorZ, Ptrain_door2Z, Ptrain_door3Z, PsevdoorwoodZ, PsevdoorwindZ
8003A1DC: doors w/ windows; 4 offsets, 1 part
00010000 8003A1D4 [0002.0000.0000 pos: primary model
]
00030000
PhelicopterZ, PtigerZ, PmilcopterZ, PhindZ, PplaneZ
8003A1C8: aircraft; 6 offsets, 4 parts (hind=5)
00050000 8003A1A8 [0401.0000.0000 main object container
0002.0000.0000 pos: primary model
0015.0003.0003 pos: forward prop
0015.0004.0004 pos: rear prop
0015.0005.0005 pos: tertiary model (turret)
]
00030000
PmiltruckZ, PjeepZ, ParticZ, PcarbmwZ, PcarzilZ (3 other cars not set to this!)
8003A19C: wheeled vehicles; B offsets, 5 parts
00050000 8003A17C [0002.0000.0000 pos: primary model
0002.0003.0003 pos: wheel 1
0002.0006.0006 pos: wheel 2
0002.0009.0009 pos: wheel 3
0002.000C.000C pos: wheel 4
]
000F0000
PwalletbondZ
8003A170: unique; 2B offsets, 1 part
00010000 8003A168 [0002.0000.0000 pos: primary model
]
00030000
Pdoor_irisZ
8003A15C: iris; D offsets, D parts
000D0000 8003A10C [0002.0000.0000 pos: primary model
0002.0003.0003 pos: inner spline 1
0002.0006.0006 pos: outer track 1
0002.0009.0009 pos: inner spline 2
0002.000C.000C pos: outer track 2
0002.000F.000F pos: inner spline 3
0002.0012.0012 pos: outer track 3
0002.0015.0015 pos: inner spline 4
0002.0018.0018 pos: outer track 4
0002.001B.001B pos: inner spline 5
0002.001E.001E pos: outer track 5
0002.0021.0021 pos: inner spline 6
0002.0024.0024 pos: outer track 6
]
00270000
Pdoor_eyelidZ
8003A100: eye; 3 offsets, 3 parts
00030000 8003A0EC [0002.0000.0000 pos: primary
0002.0003.0003 pos: top segment
0002.0006.0006 pos: bottom segment
]
00090000
ProofgunZ, Pgun_runwayZ, PsevdishZ, PgroundgunZ
8003A0E0: autogun; 8 offsets, 5 parts
00060000 8003A0BC [0002.0000.0000 pos: primary model (base)
0002.0003.0003 pos: horizontal swivel
0002.0006.0006 pos: vertical swivel
0002.0009.0009 pos: turret(s)
0002.000C.000C pos: gunfire 1
0002.000F.000F pos: gunfire 2
]
00120000
Ptv_holderZ
8003A0B0: hanging rack; 4 offsets 5 parts
00050000 8003A090 [0002.0000.0000 pos: primary model
0002.0003.0003 pos: monitor 1
0002.0006.0006 pos: monitor 2
0002.0009.0009 pos: monitor 3
0002.000C.000C pos: monitor 4
]
000F0000
Pbridge_console1aZ, Pbridge_console2aZ, Pbridge_console3aZ, Pbridge_console3bZ, Pconsole1Z, Pconsole2Z, Pconsole3Z, Ptv4screenZ, PdoorpanelZ
8003A084: used with monitor types; 4 screen offsets
00010000 8003A07C [0002.0000.0000 pos: primary
]
00030000
Pbridge_console1bZ, Pconsole_sevbZ, Ptv1Z, PtvscreenZ, PtuningconsoleZ, PmodemboxZ, PdoorconsoleZ
8003A070: used with monitor types; 1 screen offset
00010000 8003A068 [0002.0000.0000 pos: primary
]
00030000
PcctvZ
8003A05C: used with camera; 4 offsets 2 parts, destroyed when glass broken
00020000 8003A050 [0002.0000.0000 pos: primary
0002.0003.0003 pos: glass
]
00060000
++++++++++++++++++++
Most GweaponsZ use this one
8003C714: 24 or 1C offsets, 6 parts or less
00060000 8003C6F0 [0002.0000.0000 pos: primary model
0002.0003.0003 pos:
0002.0006.0006 pos:
0015.000F.000F pos:
0002.0009.0009 pos:
0002.000C.000C pos:
]
000F0000
8003C728: unassigned, so probably null placeholder; 1 part
00010000 8003C720 [0002.0000.0000 pos: primary model
]
00030000
GrugerZ, GgrenadelaunchZ
8003C76C: 24 offsets, 7 parts
00070000 8003C740 [0002.0000.0000 pos: primary model
0002.0003.0003 pos:
0002.0006.0006 pos:
0002.0009.0009 pos:
0002.000C.000C pos: rotating barrel
0002.000F.000F pos:
0002.0012.0012 pos:
]
00150000
GuziZ
8003C7AC: 24 offsets, 5 parts
00070000 8003C780 [0002.0000.0000 pos: primary model
0002.0003.0003 pos:
0002.0006.0006 pos:
0002.0009.0009 pos:
0015.0012.0012 pos: flash effect
0002.000C.000C pos:
0002.000F.000F pos:
]
00120000
GjoypadZ
8003D390: E offsets, D parts
000D0000 8003D340 [0002.0000.0000 pos: primary model
0002.0003.0003 pos: start
0002.0006.0006 pos: D-pad
0002.0009.0009 pos: control stick
0002.000C.000C pos: c
0002.000F.000F pos: c
0002.0012.0012 pos: c
0002.0015.0015 pos: c
0002.0018.0018 pos: a
0002.001B.001B pos: b
0002.001E.001E pos: r
0002.0021.0021 pos: l
0002.0024.0024 pos: z
]
00270000
++++++++++++++++++++
Characters use this
8003D400: 7 offsets, 14-15 parts
00100000 8003D3A0 [0410.0000.0000 primary model container
0002.0000.0000 pos:
0002.0003.0003 pos:
0002.0006.0006 pos:
0002.0009.000C pos:
0002.000C.0009 pos:
0002.000F.0012 pos:
0002.0012.000F pos:
0002.0015.0018 pos:
0002.0018.0015 pos:
0002.001B.001E pos:
0002.001E.001B pos:
0002.0021.0024 pos:
0002.0024.0021 pos:
0002.0027.002A pos:
0002.002A.0027 pos:
]
002D0000
++++++++++++++++++++
LeftHand
8003C6E4: A offsets, 9 items
00130000 8003C670 [0401.0000.0000 primary model container
0002.0000.0000 pos:
0002.0003.0003 pos:
0002.0006.0006 pos:
0002.0009.000C pos:
0002.000C.0009 pos:
0002.000F.0012 pos:
0002.0012.000F pos:
0002.0015.0018 pos:
0002.0018.0015 pos:
0002.001B.001E pos:
0002.001E.001B pos:
0002.0021.0024 pos:
0002.0024.0021 pos:
0002.0027.002A pos:
0002.002A.0027 pos:
0015.002D.002D DL:
0015.002E.002E DL:
0015.002F.002F DL:
]
002D0000
Character again? Unknown model. Called from line @ 8003C650 (note: rare logo decompressed in ROM)
8003C570: 4 items
00100000 8003C510 [0410.0000.0000 primary model container
0002.0000.0000 pos:
0002.0003.0003 pos:
0002.0006.0006 pos:
0002.0009.000C pos:
0002.000C.0009 pos:
0002.000F.0012 pos:
0002.0012.000F pos:
0002.0015.0018 pos:
0002.0018.0015 pos:
0002.001B.001E pos:
0002.001E.001B pos:
0002.0021.0024 pos:
0002.0024.0021 pos:
0002.0027.002A pos:
0002.002A.0027 pos:
]
002D0000
@@ -1,477 +0,0 @@
7F06EEA4: A39D4
accepts: A0=,A1=
ADDIU SP,SP,FFD8
SW RA,0024 (SP)
SW S2,0020 (SP)
SW S1,001C (SP)
SW S0,0018 (SP)
SW A1,002C (SP)
LW S0,0014 (A1) ;S0=obj.header+14: p->obj.table
OR S2,A0,R0 ;S2=A0: p->
BEQL S0,R0,7F06EFB0 ;return if no table
LW RA,0024 (SP)
//7F06EECC: loop for each entry in table, in order
LHU V0,0000 (S0) ;V0=table command entry
ADDIU S1,R0,0001 ;S1=1
ANDI T7,V0,00FF ;T7=entry type
ADDIU T8,T7,FFFF ;T8=type-1
SLTIU AT,T8,0018 ;TRUE if type 1-18
BEQ AT,R0,7F06EF4C ;default for invalid types
SLL T8,T8,0x2 ;T8=type->offset
LUI AT,8005
ADDU AT,AT,T8
LW T8,4C20 (AT) ;T8=80054C20+offset: TLB jump for type
JR T8
NOP
7F06EEFC types 01,02,03,0B,0C,0D,0E,0F,10,15
BEQ R0,R0,7F06EF4C ;effectively 7F06EF68...
OR S1,R0,R0 ;S1=0: used in branch below
7F06EF04 type 08 distance trigger
OR A0,S2,R0
JAL 7F06E858
OR A1,S0,R0
BEQ R0,R0,7F06EF4C
NOP
7F06EF18 type 09 head/hat placement interlink
OR A0,S2,R0
JAL 7F06EB3C
OR A1,S0,R0
BEQ R0,R0,7F06EF4C
NOP
7F06EF2C type 07 unknown
OR A0,S2,R0
JAL 7F06ECF8
OR A1,S0,R0
BEQ R0,R0,7F06EF4C
NOP
7F06EF40 type 17 pointer to head
OR A0,S2,R0
JAL 7F06EA08
OR A1,S0,R0
//7F06EF4C default
BEQ S1,R0,7F06EF68 ;branch if types 01,02,03,0B,0C,0D,0E,0F,10,15
NOP
LW V0,0014 (S0)
BEQ V0,R0,7F06EF68 ;branch if no child entry
NOP
BEQ R0,R0,7F06EFA4
OR S0,V0,R0 ;S0=V0: child entry
//7F06EF68:
BEQ S0,R0,7F06EFA4
LW T9,002C (SP)
LW V1,0008 (T9)
//7F06EF74:
BNEL S0,V1,7F06EF88
LW V0,000C (S0)
BEQ R0,R0,7F06EFA4
OR S0,R0,R0
//7F06EF84: retrieve next entry
LW V0,000C (S0) ;V0=p->next entry
BEQL V0,R0,7F06EF9C
LW S0,0008 (S0)
BEQ R0,R0,7F06EFA4
OR S0,V0,R0
//7F06EF98: retrieve parent entry
LW S0,0008 (S0) ;S0=p->parent entry
BNEZ S0,7F06EF74
NOP
//7F06EFA4: loop for each valid entry
BNEL S0,R0,7F06EED0
LHU V0,0000 (S0) ;V0=entry type
//7F06EFAC:
LW RA,0024 (SP)
LW S0,0018 (SP)
LW S1,001C (SP)
LW S2,0020 (SP)
JR RA
ADDIU SP,SP,0028
7F06EFC4: A3AF4
NOTE: revised
ADDIU SP,SP,FFE0
SW RA,001C (SP)
SW S1,0018 (SP)
SW S0,0014 (SP)
LW T6,0008 (A0)
OR S1,A0,R0
LW S0,0000 (T6)
BEQL S0,R0,7F06F058
LW RA,001C (SP)
LHU V0,0000 (S0)
ANDI T7,V0,00FF
ADDIU T8,T7,FFFF
SLTIU AT,T8,0018
BEQ AT,R0,7F06F020
SLL T8,T8,0x1
LUI AT,7F07
ADDU T8,AT,T8
LH T8,F068 (T8)
BEQ T8,R0,7F06F020
ADDU T8,AT,T8
OR A0,S1,R0
JALR RA,T8
OR A1,S0,R0
LW V0,0014 (S0)
BNEL V0,R0,7F06F04C
OR S0,R0,V0
BEQ S0,R0,7F06F04C
NOP
LW V0,000C (S0)
BNEL V0,R0,7F06F04C
OR S0,R0,V0
LW S0,0008 (S0)
BNEL S0,R0,7F06F038
LW V0,000C (S0)
BNEL S0,R0,7F06EFEC
LHU V0,0000 (S0)
LW RA,001C (SP)
LW S0,0014 (SP)
LW S1,0018 (SP)
JR RA
ADDIU SP,SP,0020
7F06F0D0: A3C00
ADDIU SP,SP,FFD8
SW RA,0024 (SP)
SW S2,0020 (SP)
SW S1,001C (SP)
SW S0,0018 (SP)
LW T6,0008 (A1)
OR S1,A1,R0
OR S2,A0,R0
LW S0,0000 (T6)
BEQL S0,R0,7F06F234
LW RA,0024 (SP)
//7F06F0FC:
LHU V0,0000 (S0)
ANDI T7,V0,00FF
ADDIU T8,T7,FFFF
SLTIU AT,T8,0018
BEQ AT,R0,7F06F1EC
SLL T8,T8,0x2
LUI AT,8005
ADDU AT,AT,T8
LW T8,4CE0 (AT)
JR T8
NOP
7F06F128 type 01 group heading
OR A0,S2,R0
OR A1,S1,R0
JAL 7F06D738
OR A2,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F140 type 02 position
OR A0,S2,R0
OR A1,S1,R0
JAL 7F06E0A0
OR A2,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F158 type 03 unknown
OR A0,S2,R0
OR A1,S1,R0
JAL 7F06E64C
OR A2,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F170 type 15 subposition
OR A0,S2,R0
OR A1,S1,R0
JAL 7F06E7A8
OR A2,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F188 type 08 distance trigger
OR A0,S1,R0
JAL 7F06E858
OR A1,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F19C type 09 head/hat placement interlink
OR A0,S1,R0
JAL 7F06EB3C
OR A1,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F1B0 type 07 unknown
OR A0,S1,R0
JAL 7F06ECF8
OR A1,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F1C4 type 12 handle/switch
OR A0,S1,R0
JAL 7F06E9BC
OR A1,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F1D8 type 17 pointer to head
OR A0,S1,R0
JAL 7F06EA08
OR A1,S0,R0
BEQ R0,R0,7F06F1F0
LW V0,0014 (S0)
7F06F1EC default
LW V0,0014 (S0)
BEQ V0,R0,7F06F200
NOP
BEQ R0,R0,7F06F228
OR S0,V0,R0
//7F06F200:
BEQ S0,R0,7F06F228
NOP
//7F06F208:
LW V0,000C (S0)
BEQL V0,R0,7F06F220
LW S0,0008 (S0)
BEQ R0,R0,7F06F228
OR S0,V0,R0
//7F06F21C:
LW S0,0008 (S0)
BNEL S0,R0,7F06F20C
LW V0,000C (S0)
//7F06F228:
BNEL S0,R0,7F06F100
LHU V0,0000 (S0)
//7F06F230:
LW RA,0024 (SP)
LW S0,0018 (SP)
LW S1,001C (SP)
LW S2,0020 (SP)
JR RA
ADDIU SP,SP,0028
+_+
7F06C79C: A12CC grab group# from object table types
accepts: A0=p->obj.instance, A1=p->obj.table entry
ADDIU SP,SP,FFE0
SW RA,0014 (SP)
LHU T6,0000 (A1)
OR A2,R0,R0 ;A2=0: default group value
LW A3,0010 (A0) ;A3=obj.instance+10: p->
ANDI T7,T6,00FF ;T7=T6 & 0xFF: type#
ADDIU T8,T7,FFFF ;T8=type-1
SLTIU AT,T8,0018
BEQ AT,R0,7F06C840 ;branch if invalid type
SLL T8,T8,0x2 ;T8=type-1 -> offset
LUI AT,8005
ADDU AT,AT,T8
LW T8,4AF8 (AT) ;T8=80054AF8+offset:
JR T8
NOP
7F06C7D8: type 1
LW T9,0004 (A1) ;T9=p->data
BEQ R0,R0,7F06C840
LHU A2,000C (T9) ;A2=group#
7F06C7E4: type 18
LW T0,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,001A (T0)
7F06C7F0: type 7
LW T1,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,01AA (T1)
7F06C7FC: type 8
LW T2,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,000C (T2)
7F06C808: type 12
LW T3,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,0004 (T3)
7F06C814: type 9
LW T4,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,0022 (T4)
7F06C820: type B
LW T5,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,0044 (T5)
7F06C82C: type C
LW T6,0004 (A1)
BEQ R0,R0,7F06C840
LHU A2,0020 (T6)
7F06C838: type 17
LW T7,0004 (A1)
LHU A2,0000 (T7)
//7F06C840: default
LW V0,0008 (A1)
ADDIU V1,R0,0017
BEQL V0,R0,7F06C888 ;return if no parent
LW RA,0014 (SP)
//7F06C854:
LHU T8,0000 (V0)
OR A1,V0,R0 ;A1=V0: p->parent
ANDI T9,T8,00FF ;T9=parent's type
BNEL V1,T9,7F06C87C ;branch if not type 17:
LW V0,0008 (A1)
JAL 7F06C79C ;do entire heirarchy
SW A2,001C (SP)
LW A2,001C (SP)
BEQ R0,R0,7F06C884
LW A3,0004 (V0) ;A3=p->data
//7F06C878:
LW V0,0008 (A1) ;V0=parent
BNEL V0,R0,7F06C854 ;loop until none left
LHU T8,0000 (V0)
//7F06C884: return
LW RA,0014 (SP)
SLL T0,A2,0x2 ;T0=A2*4: group# * 4
ADDU V0,T0,A3 ;V0=
JR RA
ADDIU SP,SP,0020
+_+
7F06BE00: A0930 probably has to do with damage detail or 'blood' effect
accepts: A0=p->obj.instance, A1=p->?, A2=p->?, A3=p->obj.instance+4
ADDIU SP,SP,FFC8
SW RA,0034 (SP)
SW S6,0030 (SP)
SW S5,002C (SP)
SW S4,0028 (SP)
SW S3,0024 (SP)
SW S2,0020 (SP)
SW S1,001C (SP)
SW S0,0018 (SP)
SW A0,0038 (SP) ;SP+38=A0: p->object instance
SW A3,0044 (SP) ;SP+44=A3: p->obj.instance+4
//7F06BE2C:
LW S3,0000 (A0)
OR S4,A1,R0
OR S5,A2,R0
BEQ S3,R0,7F06BFDC
LW S6,0048 (SP)
//7F06BE40:
LW V0,0000 (S6)
LW S2,0004 (S3)
ADDIU S1,R0,0001
BEQ V0,R0,7F06BE60
OR S0,S2,R0
OR S0,V0,R0
BEQ R0,R0,7F06BE60
SW R0,0000 (S6)
//7F06BE60:
BEQL S0,R0,7F06BFD4
LW S3,0010 (S3)
BEQ S1,R0,7F06BE84
NOP
LW V0,0014 (S0)
BEQ V0,R0,7F06BE84
NOP
BEQ R0,R0,7F06BEC4
OR S0,V0,R0
//7F06BE84:
BEQ S0,R0,7F06BEBC
NOP
BNEL S0,S2,7F06BEA0
LW V0,000C (S0)
BEQ R0,R0,7F06BEBC
OR S0,R0,R0
//7F06BE9C:
LW V0,000C (S0)
BEQL V0,R0,7F06BEB4
LW S0,0008 (S0)
BEQ R0,R0,7F06BEBC
OR S0,V0,R0
//7F06BEB0:
LW S0,0008 (S0)
BNEZ S0,7F06BE8C
NOP
BEQL S0,R0,7F06BFD4
LW S3,0010 (S3)
LHU V0,0000 (S0)
ADDIU S1,R0,0001
ANDI T7,V0,00FF
ADDIU T8,T7,FFFF
SLTIU AT,T8,0018
BEQ AT,R0,7F06BFC8
SLL T8,T8,0x2
LUI AT,8005
ADDU AT,AT,T8
LW T8,4598 (AT)
JR T8
NOP
//7F06BEF4 types 01,02,03,15
BEQ R0,R0,7F06BFC8
OR S1,R0,R0
//7F06BEFC types 0B,0C,0D,0E,0F,10 (identical routine)
BEQ R0,R0,7F06BFC8
OR S1,R0,R0
//7F06BF04 type 0A [+JAL 7F074C68]
LW A0,0000 (S3)
OR A1,S0,R0
OR A2,S4,R0
JAL 7F074C68
OR A3,S5,R0
BEQ V0,R0,7F06BF44
NOP
LW T9,0000 (S3)
LW T0,0044 (SP)
SW T9,0000 (T0)
SW S0,0000 (S6)
LW T1,0038 (SP)
SW S3,0000 (T1)
LW T2,0004 (S0)
BEQ R0,R0,7F06BFE8
LW V0,0000 (T2)
BEQ R0,R0,7F06BFC8
OR S1,R0,R0
//7F06BF4C type 11 [+JAL 7F074CAC]
LW A0,0000 (S3)
OR A1,S0,R0
OR A2,S4,R0
JAL 7F074CAC
OR A3,S5,R0
BEQ V0,R0,7F06BF8C
NOP
LW T3,0000 (S3)
LW T4,0044 (SP)
SW T3,0000 (T4)
SW S0,0000 (S6)
LW T5,0038 (SP)
SW S3,0000 (T5)
LW T6,0004 (S0)
BEQ R0,R0,7F06BFE8
LW V0,0000 (T6)
BEQ R0,R0,7F06BFC8
OR S1,R0,R0
//7F06BF94 type 08 [-JAL 7F06E970]
LW A0,0000 (S3)
JAL 7F06E970
OR A1,S0,R0
BEQ R0,R0,7F06BFC8
NOP
//7F06BFA8 type 12 [-JAL 7F06E9BC]
LW A0,0000 (S3)
JAL 7F06E9BC
OR A1,S0,R0
BEQ R0,R0,7F06BFC8
NOP
//7F06BFBC type 17 [-JAL 7F06EA08]
LW A0,0000 (S3)
JAL 7F06EA08
OR A1,S0,R0
//7F06BFC8 default: 4,5,6,7,9,13,14,16,18
BNEZ S0,7F06BE68
NOP
//7F06BFD0:
LW S3,0010 (S3)
BNEL S3,R0,7F06BE44
LW V0,0000 (S6)
//7F06BFDC:
LW T7,0038 (SP)
OR V0,R0,R0
SW R0,0000 (T7)
LW RA,0034 (SP)
LW S0,0018 (SP)
LW S1,001C (SP)
LW S2,0020 (SP)
LW S3,0024 (SP)
LW S4,0028 (SP)
LW S5,002C (SP)
LW S6,0030 (SP)
JR RA
ADDIU SP,SP,0038
@@ -1,183 +0,0 @@
Documents various microcode constructors
7F0ACD98:
OR V0,A0,R0
ADDIU A0,A0,0008
LUI T6,E700
SW T6,0000 (V0) ;DL+0: rdp_pipesync (U)
SW R0,0004 (V0) ;DL+4: rdp_pipesync (L)
//7F0ACDAC: setothermode_h--cycle type: 1 cycle
OR V1,A0,R0
ADDIU A0,A0,0008
LUI T7,BA00
ORI T7,T7,1402 ;T7=BA001402: shift 14 bits, 2 bits data
OR A1,A0,R0
SW T7,0000 (V1) ;DL+0: rsp_uc05_setothermode_h (U)
SW R0,0004 (V1) ;DL+4: rsp_uc05_setothermode_h (L)
//7F0ACDC8: setothermode_h--rgb dither: disable
ADDIU A0,A0,0008
LUI T8,BA00
ORI T8,T8,0602 ;T8=BA000602: shift 6 bits, 2 bits data
ADDIU T9,R0,00C0
OR A2,A0,R0
SW T9,0004 (A1) ;DL+4: rsp_uc05_setothermode_h (L)
SW T8,0000 (A1) ;DL+0: rsp_uc05_setothermode_h (U)
//7F0ACDE4: setothermode_l
ADDIU A0,A0,0008
LUI T0,B900
LUI T1,0050
ORI T1,T1,41C8 ;render mode: antialias, image read, clear on converge; converge ST: converge delta-ST wrap; depthmode: force blender; blender: blend colour in, blender
ORI T0,T0,031D ;T0=B900031D: shift 3 bits, 1D bits data
OR A3,A0,R0
SW T0,0000 (A2) ;DL+0: setothermode_l (U)
SW T1,0004 (A2) ;DL+4: setothermode_l (L)
//7F0ACE04: rdp_setcombine
LUI T2,FCFF
LUI T3,FF2D
ORI T3,T3,FEFF ;T3=FF2DFEFF: b0=K5, b1=K5, Aa1=texel0, Ac1=primitive, d0=primitive, Ab0=0, Ad0=0, d1=primitive, Ab1=0, Ad1=0
ORI T2,T2,97FF ;T2=FCFF97FF: a0=K5, c0=0, Aa0=texel0, Ac0=primitive, a1=K5, c1=0
ADDIU A0,A0,0008
SW T2,0000 (A3) ;DL+0: rdp_setcombine (U)
SW T3,0004 (A3) ;DL+4: rdp_setcombine (L)
//7F0ACE20: setothermode_h--texture perspective: none
OR V0,A0,R0
ADDIU A0,A0,0008
LUI T4,BA00
ORI T4,T4,1301 ;T4=BA001301: shift 13 bits, 1 bit data
OR V1,A0,R0
SW T4,0000 (V0) ;DL+0: rsp_uc05_setothermode_h (U)
SW R0,0004 (V0) ;DL+4: rsp_uc05_setothermode_h (L)
//7F0ACE3C: setothermode_l--alpha compare: none
LUI T5,B900
ORI T5,T5,0002 ;T5=B9000002: shift 0 bits, 2 bits data
OR A1,A0,R0
SW T5,0000 (V1) ;DL+0: setothermode_l (U)
SW R0,0004 (V1) ;DL+4: setothermode_l (L)
//7F0ACE54: setothermode_h--texture lod: tile
ADDIU A0,A0,0008
LUI T6,BA00
ORI T6,T6,1001 ;T6=BA001001: shift 10 bits, 1 bit data
OR A2,A0,R0
SW T6,0000 (A1) ;DL+0: rsp_uc05_setothermode_h (U)
SW R0,0004 (A1) ;DL+4: rsp_uc05_setothermode_h (L)
//7F0ACE6C: setothermode_h--texture convert: filter
LUI T7,BA00
ORI T7,T7,0903 ;T7=BA000803: shift 8 bits, 3 bits data
ADDIU A0,A0,0008
ADDIU T8,R0,0C00
SW T8,0004 (A2) ;DL+4: rsp_uc05_setothermode_h (L)
SW T7,0000 (A2) ;DL+0: rsp_uc05_setothermode_h (U)
//7F0ACE84: setothermode_h--texture lut: none
OR A3,A0,R0
LUI T9,BA00
ORI T9,T9,0E02 ;T9=BA000E02: shift E bits, 2 bits data
SW T9,0000 (A3) ;DL+0: rsp_uc05_setothermode_h (U)
SW R0,0004 (A3) ;DL+4: rsp_uc05_setothermode_h (L)
//7F0ACE98: texture filter application
LUI T0,8004
LW T0,0E94 (T0) ;T0=80040E94:
ADDIU A0,A0,0008
OR V0,A0,R0
BEQ T0,R0,7F0ACED4
LUI T3,BA00
//7F0ACEB0: set texture filter: average
OR V0,A0,R0
LUI T1,BA00
ORI T1,T1,0C02 ;T1=BA000C02: shift C bits, 2 bits data
ADDIU T2,R0,3000 ;texture filter: average
SW T2,0004 (V0) ;DL+4: rsp_uc05_setothermode_h (L)
SW T1,0000 (V0) ;DL+0: rsp_uc05_setothermode_h (U)
ADDIU A0,A0,0008
JR RA
OR V0,A0,R0
//7F0ACED4: set texture filter: bi-level
ORI T3,T3,0C02 ;T1=BA000C02: shift C bits, 2 bits data
ADDIU T4,R0,2000 ;texture filter: bi-level
SW T4,0004 (V0) ;DL+4: rsp_uc05_setothermode_h (L)
SW T3,0000 (V0) ;DL+0: rsp_uc05_setothermode_h (U)
ADDIU A0,A0,0008
JR RA
OR V0,A0,R0
7F0ACEF0: E1A20 combiner: bayer, lod, perspective
accepts: A0=@output display list
returns: V0=final DL address
ADDIU A1,A0,0008
LUI T6,E700
SW T6,0000 (A0) ;DL+0= rdp_pipesync (U)
SW R0,0004 (A0) ;DL+4= rdp_pipesync (L)
LUI T7,BA00
ORI T7,T7,0602 ;T7=BA000602: shift 6 bits, 2 bits of data
ADDIU A2,A1,0008
ADDIU T8,R0,0040 ;T8=00000040: rgb dither: bayer
SW T8,0004 (A1) ;DL+C= rsp_uc05_setothermode_h (L)
SW T7,0000 (A1) ;DL+8= rsp_uc05_setothermode_h (U)
LUI T9,BA00
ORI T9,T9,1301 ;T9=BA001301: shift 13 bits, 1 bit of data
ADDIU A3,A2,0008
LUI T0,0008 ;T0=00080000: texture perspective: perspective
LUI T1,BA00
SW T0,0004 (A2) ;DL+14=rsp_uc05_setothermode_h (L)
SW T9,0000 (A2) ;DL+10=rsp_uc05_setothermode_h (U)
ORI T1,T1,1001 ;T1=BA001001: shift 10 bits, 1 bit of data
LUI T2,0001 ;T2=00010000: texture lod: lod
SW T2,0004 (A3) ;DL+1C=rsp_uc05_setothermode_h (L)
SW T1,0000 (A3) ;DL+18=rsp_uc05_setothermode_h (U)
JR RA
ADDIU V0,A3,0008 ;V0=final DL address
7F0ACF4C: E1A7C draw black box to screen
accepts: A0=@output display list, A1=upper left x, A2=upper left y, A3=lower right x, SP+10=lower right y
returns: V0=final DL address
LUI T2,B900
LUI T3,0050
OR V0,A0,R0
ORI T3,T3,4240 ;T3=00504240: render mode: image read, converge ST: converge delta-ST full, depthmode: depth interpolate
ORI T2,T2,031D ;T2=B900031D: shift 3 bits, 1D data bits
SW T2,0000 (V0) ;DL+0= rsp_uc05_setothermode_l (U)
SW T3,0004 (V0) ;DL+4= rsp_uc05_setothermode_l (L)
LUI T6,FCFF
LUI T7,FFFD
ADDIU A0,A0,0008
ORI T7,T7,F6FB ;T7=FFFDF6FB: b0=K5, b1=K5, Aa1=0, Ac1=0, d0=primitive, Ab0=0, Ad0=primitive, d1=primitive, Ab1=0, Ad1=primitive
ORI T6,T6,FFFF ;T6=FCFFFFFF: a0=K5, c0=0, Aa0=0, Ac0=0, a1=K5, c1=0
SW T6,0000 (A0) ;DL+8= rdp_setcombine (U)
SW T7,0004 (A0) ;DL+C= rdp_setcombine (L)
ADDIU T0,A0,0008
LUI T8,FA00
SW T8,0000 (T0) ;DL+10=rdp_setprimcolour (U)
SW R0,0004 (T0) ;DL+14=rdp_setprimcolour (L): black
LW T9,0010 (SP) ;T9=SP+10: p->lower right y
LW T8,0000 (A3) ;T8=A3: lower right x
LUI AT,F600
LW T4,0000 (T9) ;T4=@SP+10: lry
ANDI T9,T8,03FF ;T9=T8 & 0x3FF: lrx
ADDIU T1,T0,0008
ANDI T5,T4,03FF ;T5=T4 & 0x3FF: lry
SLL T6,T5,0x2 ;T6=T5<<2: lry
OR T7,T6,AT
SLL T4,T9,0xE ;T4=T9<<E: lrx
OR T5,T7,T4 ;T5=F6000000 | lrx | lry
SW T5,0000 (T1) ;DL+18=rdp_fillrect (U)
LW T7,0000 (A1) ;T7=A1: upper left x
LW T6,0000 (A2) ;T6=A2: upper left y
ADDIU V1,T1,0008
ANDI T4,T7,03FF
ANDI T8,T6,03FF
SLL T9,T8,0x2 ;T9=T6<<2: uly
SLL T5,T4,0xE ;T5=T7<<E: ulx
OR T6,T9,T5
SW T6,0004 (T1) ;DL+1C=rdp_fillrect (L)
ADDIU A1,V1,0008
LUI T8,FCFF
LUI T7,FF2D
SW T3,0004 (V1)
SW T2,0000 (V1)
ORI T7,T7,FEFF ;T7=FF2DFEFF: b0=K5, b1=K5, Aa1=texel1, Ac1=primitive, d0=primitive, Ab0=0, Ad0=0, d1=primitive, Ab1=0, Ad1=0
ORI T8,T8,97FF ;T8=FCFF97FF: a0=K5, c0=0, Aa0=texel0, Ac0=primitive, a1=comboA, c1=0
SW T8,0000 (A1) ;DL+20=rdp_setcombine (U)
SW T7,0004 (A1) ;DL+24=rdp_setcombine (L)
JR RA
ADDIU V0,A1,0008
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
Binary file not shown.
@@ -1,93 +0,0 @@
I made a few different flavors of this clipping hack. Some are large, some not so much.
There was a *slight* problem. The way the tiles are divided one needed to be pushed and a tile placed in the right corner. That just expands the number of codes necessary.
Also included are codes to jump to the blast door platform from the platform with the console on it.
As a note, the reason clipping hacks never became popular is related to how players are either at the top or the bottom of ladders. There is no inbetween. In all honestly though this isn't nearly as bad as Temple.
First, these are used to just drop from the platform to the blast doors or from the blast doors to the floor. They are very short but you usually can't climb them back up. (the facility sidestep trick works though)
You can still occationaly slip out on the left side, which is actually correctable but does increase the codeset a bit. At that point, the platform->blast needs changing too, which is just silly.
-----------
"Platform->Blast #2" .off
811D198A 0A68
811D16CA 0ABF
"Blast->Floor #8" .off
811D15AA 0A82
811D17A2 0A44
811D1588 0330
811D15B0 0330
811D15C8 0330
811D15F0 0330
811D1688 0330
811D16B0 0330
-----------
This replaces the blast->floor code from above. It lets a player climb the wall or drop down from above. You can still use the simple Platform->Blast codes if you want.
Attempts to make a shorter 4-sided tile caused some issues, so you wind up with two triangles.
-----------
"Blast->Floor #30" .off
811D15AA 0A24
811D17A2 0A20
811D1588 0330
811D15B0 0330
811D15C8 0330
811D15F0 0330
811D1688 0330
811D16B0 0330
801D1478 0038
811D147C FB6C
811D147E 00D0
811D1480 0330
811D1484 FB6C
811D1486 0034
811D1488 015B
811D148A 0A82
811D148C FB6C
811D148E 0034
811D1490 0330
801D1498 0038
811D149C FB6C
811D149E 00D0
811D14A0 0330
811D14A2 0A44
811D14A4 FB6C
811D14A6 00D0
811D14A8 011A
811D14AC FB6C
811D14AE 0034
811D14B0 015B
---------------
Likewise, this creates a ladder up to the high platform. Replaces the old code, can use with either blast->floor
---------------
"Platform->Blast #24" .off
811D198A 0A28
811D16CA 0A2C
801D14B8 0033
811D14BC FB6C
811D14BE 00D0
811D14C0 011A
811D14C4 FB6C
811D14C6 016D
811D14C8 0057
811D14CA 0ABF
811D14CC FB6C
811D14CE 016D
811D14D0 015B
801D14D8 0033
811D14DC FB6C
811D14DE 00D0
811D14E0 011A
811D14E2 0A68
811D14E4 FB6C
811D14E6 00D0
811D14E8 0057
811D14EC FB6C
811D14EE 016D
811D14F0 0057
--------------
There 'ya go. 54 codes for full ladder support. Tested it on console 4 player, so hopefully it will work on emulators.
-Zoinkity
@@ -1,173 +0,0 @@
8004EAF0: 41A00000.41A83724.00000000.00000000
8004EB00: 80277DC0.00000000.00000000.00000000
GE Music Mods for solo and multiplayer themes
currently playing theme: 80024337
secondary theme: 8002433f
currently playing background: 80024347
format:
00SS MMMM BBBB XXXX
[S]tage number (matches setup value for stage)
[M]ain theme
[B]ackground music
[X]-track (theme played when some action occurs on screen ie: time running out)
Swapping stage numbers assigns that music line to the stage.
You can add themes to exclusive multiplayers this way (stack, caves, etc.)
address to change music is given, followed by default.
stage # stage name main theme background x track
---------------------------------------------------------------------
9 BUNKER 1 8104EB12 000F 8104EB14 FFFF 8104EB16 0029
14 SILO 8104EB1A 000C 8104EB1C FFFF 8104EB1E 0026
16 STATUE 8104EB22 0011 8104EB24 FFFF 8104EB26 003D
17 CONTROL 8104EB2A 0008 8104EB2C FFFF 8104EB2E 0012
18 ARCHIVES 8104EB32 000B 8104EB34 FFFF 8104EB36 0025
19 TRAIN 8104EB3A 0003 8104EB3C FFFF 8104EB3E 001D
1A FRIGATE 8104EB42 000A 8104EB44 FFFF 8104EB46 003E
1B BUNKER 2 8104EB4A 0010 8104EB4C FFFF 8104EB4E 002A
1C AZTEC 8104EB52 0019 8104EB54 FFFF 8104EB56 002E
1D STREETS 8104EB5A 000E 8104EB5C FFFF 8104EB5E 0028
1E DEPOT 8104EB62 0004 8104EB64 FFFF 8104EB66 0020
20 EGYPT 8104EB6A 0016 8104EB6C FFFF 8104EB6E 002F
21 DAM 8104EB72 0009 8104EB74 FFFF 8104EB76 0035
22 FACILITY 8104EB7A 0007 8104EB7C FFFF 8104EB7E 001F
23 RUNWAY 8104EB82 0032 8104EB84 FFFF 8104EB86 0033
24 SURFACE 1 8104EB8A 0039 8104EB8C FFFF 8104EB8E 0035
25 JUNGLE 8104EB92 0037 8104EB94 FFFF 8104EB96 002B
27 CAVERNS 8104EB9A 001A 8104EB9C FFFF 8104EB9E 0015
28 CITADEL 8104EBA2 0006 8104EBA4 FFFF 8104EBA6 FFFF
29 CRADLE 8104EBAA 0013 8104EBAC FFFF 8104EBAE 0030
2A SHO 8104EBB2 001C 8104EBB4 FFFF 8104EBB6 FFFF
2B SURFACE 2 8104EBBA 001C 8104EBBC 0035 8104EBBE 003C
36 CUBA 8104EBC2 0031 8104EBC4 FFFF 8104EBC6 FFFF
FFFF as main theme allows random music in multiplayer
FFFF is null in all other fields
MULTIPLAYER SOUNDTRACKS (theme only)
8004EBD1 0003
8004EBD3 0004
8004EBD5 0005
8004EBD7 0006
8004EBD9 0007
8004EBDB 0008
8004EBDD 0009
8004EBDF 000A
8004EBE1 000B
8004EBE3 000C
8004EBE5 000D
8004EBE7 000E
8004EBE9 000F
8004EBEB 0010
8004EBED 0011
8004EBEF 0012
8004EBF1 0013
8004EBF3 0015
8004EBF5 0016
8004EBF7 0019
8004EBF9 001A
8004EBFB 001C
8004EBFD 001D
8004EBFF 001F
8004EC01 0020
8004EC03 0021
8004EC05 0022
8004EC07 0023
8004EC09 0024
8004EC0B 0025
8004EC0D 0026
8004EC0F 0028
8004EC11 0029
8004EC13 002A
8004EC15 002B
8004EC17 002D
8004EC19 002E
8004EC1B 002F
8004EC1D 0030
8004EC1F 0032
8004EC21 0034
8004EC23 0038
8004EC25 0039
below may be filled in to add additional multiplayer music
8004EC27 0000
8004EC29 0000
8004EC2B 0000
8004EC2D 0000
8004EC2F 0000
8004EC31 0000
8004EC33 0000
Music Values
index# rom other values ref in ram
00 41998c 0061002a 802d1c14 no music!
01 4199b6 02db01d6 802d1c1c solo death abrev.
02 419b8c 0ef208ae 802d1c24 intro (during eye)
03 41a43a 149e0bea 802d1c2c train
04 41b024 17840da0 802d1c34 depot
05 41bdc4 17dd0d98 802d1c3c Multiplayer Theme
06 41cb5c 171f0dc0 802d1c44 citadel
07 41d91c 0fee0ace 802d1c4c facility
08 41e3ea 12200b5e 802d1c54 control
09 41ef48 16c30e04 802d1c5c dam
0a 41fd4c 14570de0 802d1c64 frigate
0b 420b2c 0db80954 802d1c6c archives
0c 421480 17bb0e70 802d1c74 silo
0d 4222f0 172b0f6c 802d1c7c Multiplayer Theme
0e 42325c 155d0d02 802d1c84 streets
0f 423f5e 0aad0672 802d1c8c bunker 1
10 4245d0 095f0680 802d1c94 bunker 2
11 424c50 0e370998 802d1c9c statue
12 4255e8 0dc909da 802d1ca4 elevator (control)
13 425fc2 16920d60 802d1cac cradle
14 426d22 0060002a 802d1cb4
15 426d4c 09d80646 802d1cbc elevator (w.c.)
16 427392 15ea0d9a 802d1cc4 egyptian
17 42812c 05d803e2 802d1ccc folders
18 42850E 02fe01f2 802d1cd4 watch music
19 428700 14840c72 802d1cdc aztec
1a 429372 17480e2c 802d1ce4 water caverns
1b 42a19e 05600366 802d1cec death solo
1c 42a504 17820db6 802d1cf4 surface 2
1d 42b2ba 0e7908a0 802d1cfc train x
1e 42bb5a 0060002a 802d1d04
1f 42bb84 0e8a0958 802d1d0c facility x
20 42c4dc 0d1d07bc 802d1d14 depot x
21 42cc98 09330548 802d1d1c control x
22 42d1e0 0cc00754 802d1d24 water caverns x
23 42d934 094b0520 802d1d2c dam x
24 42de54 09ce05c2 802d1d34 frigate x
25 42e416 0c8a0724 802d1d3c archives x
26 42eb3a 0e8208f4 802d1d44 silo x
27 42f42e 0060002a 802d1d4c egyptian x
28 42f458 0ac2066c 802d1d54 streets x
29 42fac4 0d3007a6 802d1d5c bunker 1 x
2a 43026a 0ac6064e 802d1d64 bunker 2 x
2b 4308b8 0e600816 802d1d6c jungle x
2c 4310ce 05da0432 802d1d74 intro swoosh + drone
2d 431500 0be506b8 802d1d7c statue x
2e 431bb8 0ec508d6 802d1d84 aztec x
2f 43248e 0f1408b0 802d1d8c egypt x
30 432d3e 0c3606ca 802d1d94 cradle x
31 433408 0e0d084a 802d1d9c cuba
32 433c52 16160d1e 802d1da4 runway
33 434970 04f302da 802d1dac runway plane
34 434c40 0ca10728 802d1db4 Multiplayer Theme
35 435372 06bb0522 802d1dbc wind blowing (surface 2)
36 435894 02ed020c 802d1dc4 guitar gliss in multi death
37 435aa0 09970788 802d1dcc jungle
38 436228 0b070622 802d1dd4 runway x
39 43684a 170c0d68 802d1ddc surface 1
3a 4375b2 044602c8 802d1de4 multiplayer death
3b 43787a 0ca10728 802d1dec surface 2 x
3c 437fa2 037b029c 802d1df4 surface 2 ending
3d 43823e 01db0166 802d1dfc part of statue theme
3e 4383a4 035b02b6 802d1e04 end of ? theme
----------------
sound effects
ROM 2EBDE0
802C8A08 or 802CD428 for table/ram
File diff suppressed because it is too large Load Diff
@@ -1,25 +0,0 @@
NTSC Skip Intros:
8102A932 0000
PAL Skip Intros:
81025E82 0000
NTSC Enable All Players:
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
[note: use 4pl setup]
PAL Enable All Players:
81056DD0 8008
81056DD2 8EA0
D1026A72 0003
81056DD2 B910
D1026A72 0002
81056DD2 E380
[note: use 2pl NTSC setup]
@@ -1,592 +0,0 @@
refer to ..\Other WIPs\oddities.txt for info on bond folder selection
loads (1st time) to 8016C7D0
0x0 050004E4 8016CCB4 //handle for tabs on side of folder
0x4 05000514 8016CCE4 //handle for basic folder
0x8 050005D4 8016CDA4 //handle for FOR YOUR EYES ONLY
0xC 05000604 8016CDD4 //handle for OHMSS
0x10 05000634 8016CE04 //handle for CONFIDENTIAL - briefing
0x14 05000664 8016CE34 //handle for CONFIDENTIAL - multi
0x18 05000694 8016CE64 //handle for CLASSIFIED
0x1C 050006C4 8016CE94 //handle to shadow beneath character image
0x20 050006F4 8016CEC4 //handle for 1st selected file image (Connery)
0x24 05000724 8016CEF4 //handle for 2st selected file image (Dalton)
0x28 05000754 8016CF24 //handle for 3st selected file image (Moore)
0x2C 05000784 8016CF54 //handle for 4st selected file image (Brosnan)
0x30 050007CC 8016CF9C //handle to shadow beneath briefing image
0x34 05000BD4 8016D3A4 //handle to main folder select screen
0x38 05000C04 8016D3D4 //handle to shadow beneath slot selection pic
0x3C 05000C34 8016D404 //handle for 1st slot selection pic (Connery)
0x40 05000C64 8016D434 //handle for 2st slot selection pic (Dalton)
0x44 05000C94 8016D464 //handle for 3st slot selection pic (Moore)
0x48 05000CC4 8016D494 //handle for 4st slot selection pic (Brosnan)
0x4C 05000574 8016CD44 //handle for solo stage select
0x50 050005A4 8016CD74 //handle to solo selection table (stage imgs)
0x54 050005BC 8016CD8C //solo selection table (stage imgs)
0x58 050007FC 8016CFCC //handle for Dam briefing image
0x5C 0500082C 8016CFFC //handle for Facility briefing image
0x60 0500085C 8016D02C //handle for Runway briefing image
0x64 0500088C 8016D05C //handle for Surface I briefing image
0x68 050008BC 8016D08C //handle for Bunker I briefing image
0x6C 050008EC 8016D0BC //handle for Silo briefing image
0x70 0500091C 8016D0EC //handle for Frigate briefing image
0x74 0500094C 8016D11C //handle for Surface II briefing image
0x78 0500097C 8016D14C //handle for Bunker II briefing image
0x7C 050009AC 8016D17C //handle for Statue briefing image
0x80 050009DC 8016D1AC //handle for Archives briefing image
0x84 05000A0C 8016D1DC //handle for Streets briefing image
0x88 05000A3C 8016D20C //handle for Depot briefing image
0x8C 05000A6C 8016D23C //handle for Train briefing image
0x90 05000A9C 8016D26C //handle for Jungle briefing image
0x94 05000ACC 8016D29C //handle for Control briefing image
0x98 05000AFC 8016D2CC //handle for Caverns briefing image
0x9C 05000B2C 8016D2FC //handle for Cradle briefing image
0xA0 05000B5C 8016D32C //handle for Aztec briefing image
0xA4 05000B8C 8016D35C //handle for Egypt briefing image
0xA8 05000544 8016CD14 //handle to secondary folder (multi, cheats, briefings)
images are modded, but need to use the other three files!
character fix:
TLB-ram rom(E) rom(J) rom(P) edit!
7F00D349 41E79 41ED9 3FC39 92
7F00B824 40354 403B4 3E114 2A460004
7F00B834 40364 403C4 3E124 2A460003
7F00B844 40374 403D4 3E134 2A460002
7F00B854 40384 403E4 3E144 2A460001
corrects main menu:
7F00B864 40394 403F4 3E154 2A460004
7F00B874 403A4 40404 3E164 2A460003
7F00B884 403B4 40414 3E174 2A460002
7F00B894 403C4 40424 3E184 2A460001
then the binary...
-------------------
object list instance entries: 8023C320 0xBC in size
0x0 4 0000008C unknown...
0x4 4 00000000
0x8 4 80039890 handle to object header
0xC 4 800B91E0 not certain...
0x10 4 8023CAA0 more crazy data
rest are floats
---------ASM
7001385C: COPY ROUTINE FROM COMPRESSION PROBABLY
LBU T6,0000 (V1) //T6<-8016C7F0
ADDIU A2,A2,FFFF //starts out at 4, dec
ADDIU V0,V0,0001
ADDIU V1,V1,0001
BNEZ A2,7001385C
SB T6,FFFF (V0)
JR RA
OR V0,A0,R0
7F075AC8: EXPAND INTO POINTERS
7F00B75C: actual use, but not used for display?
LW T6,0008 (V1) //T6=offset table address
ADDU T7,T6,S1 //T7=address for particular offset
LW A1,0000 (T7) //A1=offset
BEQL A1,R0,7F00B798 //if NULL, iterate
ADDIU S0,S0,0001
LHU T8,0000 (A1) //T8=type of table command
ANDI T9,T8,00FF //T9=only type flag
BNEL S3,T9,7F00B798 //If command !=12 branch (S3=12 - handle)
ADDIU S0,S0,0001 //S0++
JAL 7F06C79C //processes type command
OR A0,S2,R0 //A0=S2 (object table address ie. 8023C320)
SW R0,0000 (V0)
LW V1,0008 (S2) //A1=object's header address
LH A2,000C (V1) //A2=#offsets
ADDIU S0,S0,0001 //S0++
//7F00B798:
SLT AT,S0,A2
BNEZ AT,7F00B75C //run through all offsets...
ADDIU S1,S1,0004
LW RA,0024 (SP)
LW S0,0014 (SP)
LW S1,0018 (SP)
LW S2,001C (SP)
LW S3,0020 (SP)
JR RA
ADDIU SP,SP,0028
[7F06C79C:] process type of command at offset
ADDIU SP,SP,FFE0
SW RA,0014 (SP)
LHU T6,0000 (A1) //T6=type at offset address
OR A2,R0,R0 //A2=0
LW A3,0010 (A0) //A3=0x10 in object entry list (A0 looks into object list)
ANDI T7,T6,00FF //T7=only the type at offset
ADDIU T8,T7,FFFF //T8=T7-1
SLTIU AT,T8,0018 //AT=1 if valid type
BEQ AT,R0,7F06C840
SLL T8,T8,0x2 //T8->offset
LUI AT,8005
ADDU AT,AT,T8 //AT+=offset
LW T8,4AF8 (AT) //T8=80054AF8
JR T8
NOP
---------
7F00B808: construct the folders - probably
S2=0-3, depending on which iteration is in use
however, this only occurs on 4-bond menu...
ADDIU SP,SP,FFE0
SW RA,001C (SP)
SW S0,0018 (SP)
SW A1,0024 (SP)
OR S0,A0,R0
ADDIU A1,R0,0008 //A1=8 Connery selected file pic
JAL 7F00B7C0
ADDIU A2,R0,0001
OR A0,S0,R0
ADDIU A1,R0,0009 //A1=9 Dalton selected file pic
JAL 7F00B7C0
OR A2,R0,R0
OR A0,S0,R0
ADDIU A1,R0,000A //A1=A Moore selected file pic
JAL 7F00B7C0
OR A2,R0,R0
OR A0,S0,R0
ADDIU A1,R0,000B //A1=B Brosnan selected file pic
JAL 7F00B7C0
OR A2,R0,R0
OR A0,S0,R0
ADDIU A1,R0,000F //A1=F Connery 4-folder pic (move to 10)
JAL 7F00B7C0
ADDIU A2,R0,0001
OR A0,S0,R0
ADDIU A1,R0,0010 //A1=10 Dalton 4-folder pic (move to 12)
JAL 7F00B7C0
OR A2,R0,R0
OR A0,S0,R0
ADDIU A1,R0,0011 //A1=11 Moore 4-folder pic (move to F)
JAL 7F00B7C0
OR A2,R0,R0
OR A0,S0,R0
ADDIU A1,R0,0012 //A1=12 Brosnan 4-folder pic (move to 11)
JAL 7F00B7C0
OR A2,R0,R0
LW RA,001C (SP)
LW S0,0018 (SP)
ADDIU SP,SP,0020
JR RA
NOP
7F00B7C0: used to resolve an image offset and assign it to an object instance
A0=address of object instance
A1=menu offset #
A2= visible==1 ? yes:no
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
SW A2,0020 (SP)
LW T6,0008 (A0) //T6=handle to object header (A0=object instance data)
SLL T8,A1,0x2 //T8=offset#->address offset
LW T7,0008 (T6) //T7=offsets in object data
ADDU T9,T7,T8 //T9=address of specific offset
LW A3,0000 (T9) //A3=selected offset
BEQL A3,R0,7F00B7FC //skip if NULL
LW RA,0014 (SP)
JAL 7F06C79C //process type of command at offset
OR A1,A3,R0 //A1=8023 address from object instance data
LW T0,0020 (SP) //T0=ordering number set to block!
SW T0,0000 (V0) //T0->8023CAD0 (++ for rest)
LW RA,0014 (SP)
//7F00B7FC:
ADDIU SP,SP,0018
JR RA
NOP
-------------Physical menu construction
(too lazy to type it all)
//7F00BD90:
LW A0,0000 (S0) //A0=current menu address
JAL 7F00B808 //assign the images... (this is the bugger!)
OR A1,V0,R0
//7F00BD9C:
LW A0,0000 (S0) //A0=pointer to object instance (S0=2A95C[+=4])
ADDIU A1,R0,000E //A1=menu offset# (shadow beneath slot selection pic)
JAL 7F00B7C0 //load/select image to be used
ADDIU A2,R0,0001 //A2=activate image
LW A0,0000 (S0) //
ADDIU A1,R0,000D //A1=menu offset# (main folder select screen)
JAL 7F00B7C0 //load/select image to be used
ADDIU A2,R0,0001 //A2=activate image
LW T8,0054 (SP)
ADDIU S2,S2,0001
ADDIU AT,R0,0004
ADDIU T9,T8,000C
SW T9,0054 (SP)
ADDIU S0,S0,0004
BNE S2,AT,7F00BCD0
ADDIU S1,S1,000C
//7F00BDDC:
LUI V0,8003
ADDIU V0,V0,A8E8 //V0=8002A8E8
LW A0,0000 (V0) //A0=selected slot
ADDIU AT,R0,0064
BLTZ A0,7F00BE30 //selected slot = -1 when no slot yet selected
NOP
//7F00BDF4:
BNE A0,AT,7F00BE04
LUI T0,8003
LW A0,A8EC (T0) //A0=8002A8EC=???
SW A0,0000 (V0) //A0->selected slot #
//7F00BE04:
BLTZ A0,7F00BE14
SLTI AT,A0,0004
BNEZ AT,7F00BE1C
NOP
//7F00BE14:
SW R0,0000 (V0)
OR A0,R0,R0
//7F00BE1C:
JAL 7F00BB68
NOP
ADDIU S1,R0,FFFF
LUI AT,8003
SW S1,A8E8 (AT)
//7F00BE30:
LUI T1,8003
LW T1,A91C (T1) //T1=8002A91C=??? - same as slot selected?
ADDIU S1,R0,FFFF
OR S2,R0,R0
BLTZ T1,7F00BFEC
LUI S0,8003
//more - 7F00BE48
------------------ selected folder construction
(too lazy to type it all)
//7F00D340
LUI A0,8003
JAL 7F01EBC0 //DELETED ROUTINE - now does V0=0
LW A0,A8E8 (A0) //A0=selected folder#
LW A0,0000 (S0) //A0=object instance address
JAL 7F00B808 //that crazy image selector thingy
OR A1,V0,R0
//7F00D358: construct the folder on-screen
LW A0,0000 (S0) //A0=object instance address
OR A1,R0,R0 //A1=menu offset # (tabs)
JAL 7F00B7C0 //apply
ADDIU A2,R0,0001 //A2=1 (visible)
LW A0,0000 (S0) //A0=object instance address
ADDIU A2,R0,0001 //A1=menu offset # (basic folder)
JAL 7F00B7C0 //apply
ADDIU A2,R0,0001 //A2=1 (visible)
LW A0,0000 (S0) //A0=object instance address
ADDIU A2,R0,0003 //A1=menu offset # (OHMSS)
JAL 7F00B7C0 //apply
ADDIU A2,R0,0001 //A2=1 (visible)
LW A0,0000 (S0) //A0=object instance address
ADDIU A2,R0,0007 //A1=menu offset # (shadow beneath character img)
JAL 7F00B7C0 //apply
ADDIU A2,R0,0001 //A2=1 (visible)
LW A0,0000 (S0) //A0=object instance address
ADDIU A2,R0,0002 //A1=menu offset # (FOR YOUR EYES ONLY)
JAL 7F00B7C0 //apply
ADDIU A2,R0,0001 //A2=1 (visible)
LUI S0,8007
LUI AT,8003
ADDIU S0,S0,9784 //S0=80069784=sram data? can"t remember offhand
SW R0,A8E4 (AT) //0->8002A8E4
etc...
7F01EBC0: DELETED ROUTINE - org. handled character image used
SW A0,0000 (SP) //nothing uses this
JR RA
OR V0,R0,R0 //fries the pointer
-----------------------
7F00B258: routine that handles calling the GOLDENEYE logo (through -B304)
//7F00B294:
LUI A2,8003
LUI A3,0003
ORI A3,A3,C000
LW A2,A950 (A2) //A2=8002A950=address logo loaded to
LW A0,0CFC (V0) //A0=(8003AF24) OBJ modifier address for header
LW A1,0D00 (V0) //A1=(8003AF28) OBJ modifier address for text eqv.
JAL 7F0764A4
SW R0,0010 (SP)
//7F00B2B4:
LUI A0,8004
JAL 7F075CF4
LW A0,AF24 (A0) //A0=8003AF24=address of header
LUI A0,8004
JAL 7F06C094
LW A0,AF24 (A) //A0=8003AF24=address of header
LUI V1,8003
ADDIU V1,V1,A958
SW V0,0000 (V1) //V0->8002A958 (address of loaded compressed binary)
OR A0,V0,R0 //A0=V0
JAL 7F06CE78
LUI A1,3F80
LUI A0,8003
LW A0,A958 (A0) //A0=8002A958= V0 from above
JAL 7F06CC0C
ADDIU A1,SP,0024
LW RA,001C (SP)
ADDIU SP,SP,0030
JR RA
NOP
----
7F00B8AC: routine that loads the folders
ADDIU SP,SP,FFC8
LUI T6,8003
LW T6,A95C (T6) //T6=object instance table
SW RA,0034 (SP)
SW S2,0030 (SP)
SW S1,002C (SP)
SW S0,0028 (SP)
BNEZ T6,7F00B974 //if T6=NULL, ditch
SDC1 F20,0020 (SP)
LUI S2,8004
ADDIU S2,S2,A228 //S2=8003A228 (start of OBJ modifier table - objectified.xls)
LUI A2,8003
LW A2,A950 (A2) //A2=8003A950=address for decompressed walletbond
LW A0,0D08 (S2) //A0=8003AF30=address for OBJ header
LW A1,0D0C (S2) //A1=8003AF34=address for OBJ name
ORI A3,R0,A000 //A3=0000A000
JAL 7F0764A4 //DECOMPRESSES or at least copies OBJ to new location. expands offsets
SW R0,0010 (SP)
JAL 7F075CF4
LW A0,0D08 (S2) //A0=8003AF30=address for OBJ header
the file is parsed and expanded within 7F0764A4... possibly right after writting the header though!
(after loading/copying file - FILE NOT YET EXPANDED!)
//7F0764E8: fill OBJ header
OR A2,V0,R0 //A2=V0=address of decompressed binary (8016C7D0) ABOVE LINE IS SKIPPED BY SOME CODE!
LH T9,0016 (S0) //T9=# images declared
LH T7,000C (S0) //T7=# offsets
SW A2,0008 (S0) //address for offsets -> header+8
SLL T0,T9,0x2
SUBU T0,T0,T9 //T0=#imgs * 3
SLL T8,T7,0x2 //T8=#off to offset
ADDU V0,A2,T8 //V0=address for start of image declarations
SLL T0,T0,0x2 //T0=(#imgs * 3) to offset
ADDU T1,V0,T0 //T1=address for object table
SW V0,0018 (S0) //address for imgs -> header+18
SW T1,0000 (S0) //address for table -> header+0
OR A0,S0,R0 //A0=S0=header address
JAL 7F075A90 //Expand + Parse object!
LUI A1,0500
------------------------------------
------------------------------------
jump out @ 7F0764E8 to 8040something
AB018 -> AAB30, offset 4E8
do this: 70400070
simpler...
OR T7,R0,RA
ORI A2,R0,0A2E
JAL subroutine
ADDIU T0,V0,55AE
JAL subroutine
ADDIU T0,V0,550E
JAL subroutine
ADDIU T0,V0,56EE
OR RA,R0,T7
J 7F0764F0
OR A2,V0,R0
subroutine: //8040009C
SH A2,0000 (T0)
SH A2,0F48 (T0)
ADDIU A2,A2,0001
SH A2,0038 (T0)
SH A2,0F80 (T0)
ADDIU A2,A2,0001
SH A2,0048 (T0)
SH A2,0F90 (T0)
ADDIU A2,A2,0001
SH A2,0058 (T0)
SH A2,0FA0 (T0)
JR RA
ADDIU A2,A2,0001
81400070 001F
81400072 7825
81400074 3406
81400076 0A2E
81400078 0C10
8140007A 0027
8140007C 2448
8140007E 55AE
81400080 0C10
81400082 0027
81400084 2448
81400086 550E
81400088 0C10
8140008A 0027
8140008C 2448
8140008E 56EE
81400090 000F
81400092 F825
81400094 0FC1
81400096 D93C
81400098 0002
8140009A 3025
8140009C A506
8140009E 0000
814000A0 A506
814000A2 0F48
814000A4 24C6
814000A6 0001
814000A8 A506
814000AA 0038
814000AC A506
814000AE 0F80
814000B0 24C6
814000B2 0001
814000B4 A506
814000B6 0048
814000B8 A506
814000BA 0F90
814000BC 24C6
814000BE 0001
814000C0 A506
814000C2 0058
814000C4 A506
814000C6 0FA0
814000C8 03E0
814000CA 0008
814000CC 24C6
814000CE 0001
-----------------------
-----------------------
upload:
need to test two chunks:
ROM actual offset value
3EB30 40354 1824 2A460004
40364 1834 2A460003
40374 1844 2A460002
40384 1854 2A460001
40394 1864 2A460004
403A4 1874 2A460003
403B4 1884 2A460002
403C4 1894 2A460001
40B30 41E79 1349 92
then set the new image offsets in compressed binary...
-
8100D058 LUI V0,8040 ->codeaddy
8100D05C JALR V0,S1 ->to newcode
8100D060 LUI S0,B004
ADDIU V0,S0,0B30
BNE V0,T3, +lower (3)
ADDIU V0,S0,EB30
//upper:
ORI S0,R0,0092
SB S0,1349 (A2)
//lower:
BNE V0,T3,+last (E)
LUI V0,B00B
LUI S0,2A46
ADDIU S0,S0,0001
SW S0,1854 (A2)
SW S0,1894 (A2)
ADDIU S0,S0,0001
SW S0,1844 (A2)
SW S0,1884 (A2)
ADDIU S0,S0,0001
SW S0,1834 (A2)
SW S0,1874 (A2)
ADDIU S0,S0,0001
SW S0,1824 (A2)
SW S0,1864 (A2)
//last:
ADDIU V0,V0,AB30
BNE V0,T3,+return (3)
LUI S0,0810
ADDIU S0,S0,001C //lower half of jump 70400070
SW S0,04E8 (A2)
//return:
LW RA,001C (SP)
LW S0,0014 (SP)
J 7000D060
OR V0,R0,R0
8100D058 3C02
8100D05A 8040
8100D05C 0040
8100D05E 8809
8100D060 3C10
8100D062 B004
81400000 2602
81400002 0B30
81400004 144B
81400006 0003
81400008 2602
8140000A EB30
8140000C 3410
8140000E 0092
81400010 A0D0
81400012 1349
81400014 144B
81400016 000E
81400018 3C02
8140001A B00B
8140001C 3C10
8140001E 2A46
81400020 2610
81400022 0001
81400024 ACD0
81400026 1854
81400028 ACD0
8140002A 1894
8140002C 2610
8140002E 0001
81400030 ACD0
81400032 1844
81400034 ACD0
81400036 1884
81400038 2610
8140003A 0001
8140003C ACD0
8140003E 1834
81400040 ACD0
81400042 1874
81400044 2610
81400046 0001
81400048 ACD0
8140004A 1824
8140004C ACD0
8140004E 1864
81400050 2442
81400052 AB30
81400054 144B
81400056 0003
81400058 3C10
8140005A 0810
8140005C 2610
8140005E 001C
81400060 ACD0
81400062 04E8
81400064 8FBF
81400066 001C
81400068 8FB0
8140006A 0014
8140006C 0220
8140006E 0008
81400070 0000
81400072 1025
@@ -1,104 +0,0 @@
jungle setup trace:
00047adc for rom address pull (86B000)
7F0BCEB4 grabs the rom address of loaded anything, stores to T3
A1 gets from S0 1271d0
7F9BCAC8 A2 grabs from 8008B4E8 the size of the compressed binary
7F0BCAFC A1=ROM ADDRESS, later stored to stack
70005BD0 A3=ROM ADDRESS, stored back to stack 7000F6BC
7000F728 T8=ROM ADDRESS, stored to T9 (800636D0)
7001E834 A1=rom address, a2= target address (2A4EB0, in this case), a3=size,T9=jump 7000CF90
7000CFE0 PI_DRAM set (V0)
7000CFF0 T2=rom address
7000D000 T4=immediate rom address, then store to PI_CART_ADDR
7000D028 T6=size, set to PI_WR_LEN
80000180: thing is written, now some interupt stuff. Can swap stuff in now if need be
3C1A7001 LUI K0,7001
275A01A0 ADDIU K0,K0,01A0
03400008 JR K0
00000000 NOP
regs:
V0=00000000 002A4EB0 sometimes...(target address immediate)
A0=FFFFFFFF 802A4EB0 (target address)
A2=FFFFFFFF 802A4EB0 (target address)
t2=00000000 0086B000 (rom address)
t3=FFFFFFFF B086B000 (rom address mirror)
t4=00000000 1085B000 (rom address immediate)
t6=00000000 00007150 (size)
k0 is safe.
s0-s7=0 on rom load but should be reset to original values and only used if detection true!
decompression:
7F0CE7F0
A0=1172 address, copied to 8008D350.
A1=target address, copied at 8008D354
T5=current offset in file, copied over 8008D350
----------------------
This copies over a loaded compressed file with one uploaded
/*jump out of an interupt. WTF?*/
80000180: thing is written, now some interupt stuff. Can swap stuff in now if need be
3C1A8040 LUI K0,8040
275A0000 ADDIU K0,K0,0000
03400008 JR K0
00000000 NOP
except the GS stole my handle! moved to 0120
/*check T3 against the original rom address
start list with num entries following (8040007C)
list at 80400080 is romaddy targetaddy size filler (0B000000, 80xxxxxx, xxxxxxxxx, 00000000)
can't use anything other than K0 + K1 until detecting a rom address...
thankfully there's a lot of room to spare*/
80400000: /*check if a rom address was loaded (faster this way)*/
3C1AFF00 LUI K0,FF00
034BD824 AND K1,K0,T3 /*T3=address if returned from PI*/
3C1AB000 LUI K0,B000
177A0017 BNE K0,K1, +17 /*if not B0000000, return*/
3C1A8040 LUI K0,8040
80400014: /*set up loop for check. S0-S7 dirty so long as you reset to 0*/
8F50007C LW S0,007C (K0) /*S0 gets the # replaced thingies*/
1A000012 BLEZ S0, +12 /*go to return if nothing replaced*/
2610FFFF ADDIU S0,S0,FFFF
80400020: /*read list to check for replacement*/
00108900 SLL S1,S0,0x4
023A8821 ADDU S1,S1,K0
8E3B0080 LW K1,0080 (S1) /*K1=rom address to check against*/
536B0005 BEQL K1,T3, +5 /*go to copy routine if same address*/
8E3B0084 LW K1,0084 (S1) /*grab target address*/
5E00FFFA BGTZL S0, +FFFA /*repeat read loop*/
2610FFFF ADDIU S0,S0,FFFF /*S0-1*/
1000000A BEQ R0,R0, +A /*go unconditionally to cleanup*/
00008025 OR S0,R0,R0
80400044: /*setup copy routine. K1 has already been passed the address of the replacement binary*/
8E310088 LW S1,0088 (S1) //S1=size of file
0004D025 OR K0,R0,A0 //K0=target address
8040004C: /*actually copy. to ensure signed addresses don't screw this up, both addresses are manually incremented*/
83700000 LB S0,0000 (K1) /*grab new info*/
A3500000 SB S0,0000 (K0) /*copy to new location*/
275A0001 ADDIU K0,K0,0001
277B0001 ADDIU K1,K1,0001 /*inc both addresses*/
5E20FFFB BGTZL S1, +FFFB /*copy loop*/
2631FFFF ADDIU S1,S1,FFFF /*S1-1*/
00008025 OR S0,R0,R0 /*reset S0*/
80400068: /*cleanup from above routine*/
00008825 OR S1,R0,R0
8040006C: /*return*/
3C1A7001 LUI K0,7001
275A01A0 ADDIU K0,K0,01A0
03400008 JR K0
00000000 NOP
@@ -1,122 +0,0 @@
search for this:
906E0000 24C6FFFF 24420001 24630001
14C0FFFB A04EFFFF 03E00008 00801025
908E0000 00801825 11C00005 00000000
CHANGE TO:
080000D0 24002B30
GET MENU TYPE:
NTSC 1A8C3 0008 = SOLO Stage Select
GET UPLOAD LOCATION JUNGLE:
8008D354
000191E0
-----------
handle:
8101308C 0800
8101308E 00D0
81013090 2400
81013092 2B30
current menu:
D0025E13 0008
pointer to decompressed setup file:
80064C68
Ump_setupstatueZ 8004FCA8
UsetupjunZ 8004FD38
stage setup pointers:
50002304 0000
810325E6 B020
810325BA B020
-----------
"PAL upload code #100" .off
81000340 3C08
81000342 8006
81000344 8D08
81000346 4C68
81000348 3C09
8100034A 0001
8100034C 3529
8100034E 91E0
81000350 0109
81000352 4821
81000354 8D2A
81000356 0000
81000358 3C0B
8100035A 7034
8100035C 356B
8100035E 3637
81000360 154B
81000362 0011
81000364 8D2A
81000366 0008
81000368 154B
8100036A 000F
8100036C 8D2A
8100036E 0004
81000370 3C0B
81000372 3961
81000374 154B
81000376 000C
81000378 8D2A
8100037A 000C
8100037C 154B
8100037E 000A
81000380 3409
81000382 BAAD
81000384 3C08
81000386 8000
81000388 A509
8100038A 03E0
8100038C 8D0A
8100038E 03E0
81000390 3C09
81000392 BAAD
81000394 3529
81000396 F00D
81000398 552A
8100039A 0003
8100039C AD00
8100039E 03E0
810003A0 1000
"PAL upload code (2)" .off
810003A2 FFFB
810003A4 8D0A
810003A6 03E0
810003A8 24C6
810003AA FFFF
810003AC 0800
810003AE 4C24
810003B0 906E
810003B2 0000
8101308C 0800
8101308E 00D0
81013090 2400
81013092 2B30
D0025E13 0008
810003E2 F00D
50002304 0000
810325E6 B020
810325BA B020
"PAL MP Patch #13" .off
8004FCB1 006A
8104FCB2 756E
8104FCB4 5A00
D0025E13 0008
810407AA FCA8
D0025E13 0008
8104082E FD38
D0025E13 000E
810407AA FD38
D0025E13 000E
8104082E FCA8
D0025E13 000E
810003E2 F00D
@@ -1,529 +0,0 @@
okay, probably just need to patch binary that is loaded through rom
00001025 8FBF001C 8FB00014 8FB10018
03E00008 27BD0028 3C0EA460 03E00008
7000D058 (8000D058 - mighty convenient setting it up like this!)
OR V0,R0,R0
LW RA,001C (SP)
LW S0,0014 (SP)
LW S1,0018 (SP)
JR RA
ADDIU SP,SP,0028
This is the return after catching the PI interupt. It just resets some values and returns to whatever called it. That's the link. V0, S0, S1 are free.
T4 = rom address (00000000 10xxxxxx-as sent to PI_CART_ADDY_REG)
T3 = rom address (FFFFFFFF B0xxxxxx)
T2 = rom address (00000000 00xxxxxx) also A1
A2 = target addy (FFFFFFFF 80xxxxxx) also A0
V0 = target addy (00000000 00xxxxxx-as sent to PI_DRAM_ADDY_REG)
------------
list of crap that loads MP (holds BE820)
tEMPLE 2PL
7CC5E0 3E0 chrrocketlaunch
984348 1A0 image
A5FCE0 200 image
A5FED0 350 image
9437A0 280 image (handle)
7B2870 4A0 bodyarmor
A956B0 2F0 image (colar)
9BFD40 210 image (straps)
B68448 240 image (back)
B68668 270 image
386EB0 200
B688C0 260 image
B68B00 1D0 image
B68CB8 1F0 image
7D3DC0 190 cryptdoor1b
A23180 250 image
96EC68 310 image
771820 130 cartridge
9448D0 140 image
944590 360 image
771950 210 cartrifle
943FB8 5F0 image
943C30 3A0 image
7715C0 260 cartblue
771B60 200 cartshell
44B30 2000 ???
3F5530 200
F0B30 2000 ???
B4B30 2000 ???
BEB30 2000 ???
B0B30 2000 ???
AEB30 2000 ???
8AB30 2000 ???
70A7D0 2E90 djbond
A95D30 1B0 image
A9C838 310 image
A98A28 5B0 image
A994B0 510 image
38709E 200
A99EA8 4B0 image
A9A878 500 image
A97D58 3F0 image
A9C6E8 160 image
A9CE30 150 image
A9CF60 2F0 image
B27998 260 image
A97190 20 image
B11DC0 440 image
A2B30 2000 ???
719D60 D50 headbrosnan
A9BFE8 710 image
A9AF10 870 image
A9B770 890 image
A97AD0 290 image
A97D48 20 image
54B30 2000 ???
50B30 2000 ???
60B30 2000 ???
3AB30 2000 ???
8CB30 2000 ???
124AC0 50
8EB30 2000 ???
732CB0 38C0 natalya
3F5578 200
3F555C 200
38728E 200
AF6000 340 image
AF7068 1B0 image
AF7700 7C0 image
AF7588 190 image
AF5998 680 image
AC3230 120 image
AF6328 390 image
AF6A20 330 image
AF6D38 350 image
AF66A8 390 image
AF4390 A20 image
AF4DA0 620 image
AF53A8 600 image
AF7EA8 7B0 image
C6B30 2000 ???
124AC0 50
3EF75E 200
3F5566 200
3F5538 200
C8B30 2000 ???
9CB30 2000 ???
D2B30 2000 ???
D4B30 2000 ???
66B30 2000 ???
96B30 2000 ???
C4B30 2000 ???
BAB30 2000 ???
B6B30 2000 ???
B8B30 2000 ???
90B30 2000 ???
92B30 2000 ???
9AB30 2000 ???
98B30 2000 ???
B2B30 2000 ???
48B30 2000 ???
C2B30 2000 ???
A0B30 2000 ???
179570 50
1795B4 50
82B30 2000 ???
EEB30 2000 ???
B4B30 2000 ???
D8B30 2000 ???
9CB30 2000 ???
BEB30 2000 ???
179570 50
1795B4 50
54B30 2000 ???
106B30 2000 ???
CAB30 2000 ???
B56718 6D0 image
CCB30 2000 ???
EAB30 2000 ???
ECB30 2000 ???
6EB30 2000 ???
66B30 2000 ???
68B30 2000 ???
5EB30 2000 ???
66B30 2000 ???
1E194C 50
1E1990 50
86B30 2000 ???
62B30 2000 ???
1E194C 50
1E1990 50
78B30 2000 ???
7AB30 2000 ???
7CB30 2000 ???
76B30 2000 ???
BCB30 2000 *BINGO!!*
5CB30 2000 ???
82B30 2000 ???
ECB30 2000 ???
90B30 2000 ???
A8B30 2000 ???
A4B30 2000 ???
EAB30 2000 ???
69F47C 190 room (pins)
6A0C20 F0 room (map1)
100B30 2000 ???
9EB30 2000 ???
94B30 2000 ???
D6B30 2000 ???
9A8D38 360 image
F8B30 2000 ???
106B30 2000 ???
F0B30 2000 ???
C8B30 2000 ???
CAB30 2000 ???
A0B30 2000 ???
1E194C 50
1E1990 50
1E194C 50
1E1990 50
78B30 2000 ???
76B30 2000 ???
C0B30 2000 ???
A6B30 2000 ???
3F571E 200
7EB30 2000 ???
69ED8C 2D0 room (pins)
6A08D0 130 room (map1)
+++++++++++++++++++++++++++
read for code containing this thingy; presumably 0xBCB30. addy + 0x1CF0 for actual
------------
8100D058 LUI V0,8040 ->codeaddy
8100D05C JALR V0,S1 ->to newcode
8100D060 LUI S0,B00C
ADDIU S0,S0,CB30
BNE S0,T3, +5
LUI S0,802C
LD V0,DB18 (S0)
SD V0,1CF0 (A2)
LD V0,DB20 (S0)
SD V0,1CF8 (A2)
LW RA,001C (SP)
LW S0,0014 (SP)
JR S1
OR V0,R0,R0
8100D058:
3C028040 LUI V0,8040
00408809 JALR V0,S1
3C10B00C LUI S0,B00C
81400000:
2610CB30 ADDIU S0,S0,CB30 //S0=B00BCB30
160B0005 BNE S0,T3, +5 //compare to PI addy
3C10802C LUI S0,802C
DE02DB18 LD V0,DB18 (S0) //V0=802BDB18
FCC21CF0 SD V0,1CF0 (A2) //overwrite data usually in binary
DE02DB20 LD V0,DB20 (S0)
FCC21CF8 SD V0,1CF8 (A2)
8FBF001C LW RA,001C (SP) //these set original values from jump
8FB00014 LW S0,0014 (SP)
02200008 JR S1
00001025 OR V0,R0,R0
------------
------------
812BDAE0: actual co-op treatment code
3C028008 LUI V0,8008
8C42A0B8 LW V0,A0B8 (V0) //V0=8007A0B8
AFA2002C SW V0,002C (SP)
8FA4004C LW A0,004C (SP)
2C810004 SLTIU AT,A0,0004
14200003 BNE AT,R0, +3
00000000
8FA4002C LW A0,002C (SP)
AFA4004C SW A0,004C (SP)
3C0C7F08 LUI T4,7F08
358C9D00 ORI T4,T4,9D00
01800008 JR T4
00000000
jump written within binary to handle co-op
3C0C802B LUI T4,802B
358CDAE0 ORI T4,T4,DAE0
01800008 JR T4
00000000
++++++++++++++++++++++++++++
--
SMALLER:
JUMP- F/7F089CF4
080AF6B8 J 702BDAE0
8FA4004C LW A0,004C (SP)
CODE: 702BDAE0
0FC26C54 JAL 7F09B150
2C810004 SLTIU AT,A0,0004
50010001 BEQL AT,R0, +1
AFA2004C SW V0,004C (SP)
0BC22740 J 7F089D00
AFA2002C SW V0,002C (SP)
PATCHO !!!!
7F089CF0: 0BE820
8FA4004C *LW A0,004C (SP)
0FC26C54 JAL 7F09B150 //ret V0=victim
2C810004 *SLTIU AT,A0,0004
50010001 *BEQL AT,R0, +1
AFA2004C *SW V0,004C (SP)
0FC051D6 *JAL 7F014758 //ret V0=scenario
AFA2002C *SW V0,002C (SP)
24010003 *ADDIU AT,R0,0003
14220005 *BNE V0,AT,7F089D28
AFA00028 *SW R0,0028 (SP)
0FC233F0 *JAL 7F08CFC0 //ret V0=1 if GG in inventory
00000000 *NOP
00000000 *NOP
AFA2[0028] *SW V0,0028 (SP)
E-0BE820
00000000 0FC26C54 00000000 AFA2002C
0FC051D6 AFA00028 24010003 54410007
8FA8002C 0FC233F0 00000000 10400002
24190001 AFB9
J-0BEF50
00000000 0FC26F3C 00000000 AFA2002C
0FC05202 AFA00028 24010003 14410006
00000000 0FC23649 00000000 10400002
240F0001 AFAF
P-0BC864
00000000 0FC269A4 00000000 AFA2002C
0FC051B2 AFA00028 24010003 14410006
00000000 0FC234E9 00000000 10400002
240F0001 AFAF
+++++++++++++++++++++++++++
------------
read for code containing this thingy; presumably 0xBCB30. addy + 0x1CF0 for actual
------------
8100D058 LUI V0,8040 ->codeaddy
8100D05C JALR V0,S1 ->to newcode
8100D060 LUI S0,B00C
ADDIU S0,S0,CB30
BNE S0,T3, +5
LUI S0,802C
LD V0,DB18 (S0)
SD V0,1CF0 (A2)
LD V0,DB20 (S0)
SD V0,1CF8 (A2)
LW RA,001C (SP)
LW S0,0014 (SP)
JR S1
OR V0,R0,R0
8100D058 3C02
8100D05A 8040
8100D05C 0040
8100D05E 8809
8100D060 3C10
8100D062 B00C
81400000 2610
81400002 CB30
81400004 160B
81400006 0005
81400008 3C10
8140000A 802C
8140000C DE02
8140000E DB18
81400010 FCC2
81400012 1CF0
81400014 DE02
81400016 DB20
81400018 FCC2
8140001A 1CF8
8140001C 8FBF
8140001E 001C
81400020 8FB0
81400022 0014
81400024 0220
81400026 0008
81400028 0000
8140002A 1025
------------
------------
812BDAE0 3C02
812BDAE2 8008
812BDAE4 8C42
812BDAE6 A0B8
812BDAE8 AFA2
812BDAEA 002C
812BDAEC 8FA4
812BDAEE 004C
812BDAF0 2C81
812BDAF2 0004
812BDAF4 1420
812BDAF6 0003
812BDAF8 0000
812BDAFA 0000
812BDAFC 8FA4
812BDAFE 002C
812BDB00 AFA4
812BDB02 004C
812BDB04 3C0C
812BDB06 7F08
812BDB08 358C
812BDB0A 9D00
812BDB0C 0180
812BDB0E 0008
812BDB10 0000
812BDB12 0000
812BDB18 3C0C
812BDB1A 802B
812BDB1C 358C
812BDB1E DAE0
812BDB20 0180
812BDB22 0008
812BDB24 0000
812BDB26 0000
------------- Final!
"Co-op Fix #62" .off
812BDAE0 3C02
812BDAE2 8008
812BDAE4 8C42
812BDAE6 A0B8
812BDAE8 AFA2
812BDAEA 002C
812BDAEC 8FA4
812BDAEE 004C
812BDAF0 2C81
812BDAF2 0004
812BDAF4 1420
812BDAF6 0003
812BDAF8 0000
812BDAFA 0000
812BDAFC 8FA4
812BDAFE 002C
812BDB00 AFA4
812BDB02 004C
812BDB04 3C0C
812BDB06 7F08
812BDB08 358C
812BDB0A 9D00
812BDB0C 0180
812BDB0E 0008
812BDB10 0000
812BDB12 0000
812BDB18 3C0C
812BDB1A 802B
812BDB1C 358C
812BDB1E DAE0
812BDB20 0180
812BDB22 0008
812BDB24 0000
812BDB26 0000
8100D058 3C02
8100D05A 8040
8100D05C 0040
8100D05E 8809
8100D060 3C10
8100D062 B00C
"Co-op (2)" .off
81400000 2610
81400002 AB74
81400004 160B
81400006 0005
81400008 3C10
8140000A 802C
8140000C DE02
8140000E DB18
81400010 FCC2
81400012 1CF0
81400014 DE02
81400016 DB20
81400018 FCC2
8140001A 1CF8
8140001C 8FBF
8140001E 001C
81400020 8FB0
81400022 0014
81400024 0220
81400026 0008
81400028 0000
8140002A 1025
---------------------
---------------------
PAL same as before, but patch to 8000BDB8
The Spy Who Loved Me Co-Op Patch (console) - PAL (European) version
Non-player kills count as player suicides in multiplayer. This is a console port of SubDrag's amazing rom patch. It is designed for uploaded stages, so be sure to have a 8MB expansion pak in your N64. It has been tested to work on console. Be sure both the first and second lists are both active, or the game will fail near-instantly. The next installment of the help file will include it.
Only use this with PAL cartridges.
"Co-op Fix #62" .off
812ADC60 3C02
812ADC62 8007
812ADC64 8C42
812ADC66 8BC8
812ADC68 AFA2
812ADC6A 002C
812ADC6C 8FA4
812ADC6E 004C
812ADC70 2C81
812ADC72 0004
812ADC74 1420
812ADC76 0003
812ADC78 0000
812ADC7A 0000
812ADC7C 8FA4
812ADC7E 002C
812ADC80 AFA4
812ADC82 004C
812ADC84 3C0C
812ADC86 7F08
812ADC88 358C
812ADC8A 9E84
812ADC8C 0180
812ADC8E 0008
812ADC90 0000
812ADC92 0000
812ADC98 3C0C
812ADC9A 802A
812ADC9C 358C
812ADC9E DC60
812ADCA0 0180
812ADCA2 0008
812ADCA4 0000
812ADCA6 0000
8100BDB8 3C02
8100BDBA 8040
8100BDBC 0040
8100BDBE 8809
8100BDC0 3C10
8100BDC2 B00C
"Co-op (2)" .off
81400000 2610
81400002 A9F0
81400004 160B
81400006 0005
81400008 3C10
8140000A 802B
8140000C DE02
8140000E DC98
81400010 FCC2
81400012 1E74
81400014 DE02
81400016 DCA0
81400018 FCC2
8140001A 1E7C
8140001C 8FBF
8140001E 001C
81400020 8FB0
81400022 0014
81400024 0220
81400026 0008
81400028 0000
8140002A 1025
@@ -1,435 +0,0 @@
okay, probably just need to patch binary that is loaded through rom
00001025 8FBF001C 8FB00014 8FB10018
03E00008 27BD0028 3C0EA460 03E00008
7000D058 (8000D058 - mighty convenient setting it up like this!)
OR V0,R0,R0
LW RA,001C (SP)
LW S0,0014 (SP)
LW S1,0018 (SP)
JR RA
ADDIU SP,SP,0028
This is the return after catching the PI interupt. It just resets some values and returns to whatever called it. That's the link. V0, S0, S1 are free.
T4 = rom address (00000000 10xxxxxx-as sent to PI_CART_ADDY_REG)
T3 = rom address (FFFFFFFF B0xxxxxx)
T2 = rom address (00000000 00xxxxxx) also A1
T6 = number of bytes to write //these two are dirty! not needed after this point
T7 = PI_WR_LEN_REG (T6-1)
A2 = target addy (FFFFFFFF 80xxxxxx) also A0
V0 = target addy (00000000 00xxxxxx-as sent to PI_DRAM_ADDY_REG)
------------
read for code containing this thingy; presumably 0xBCB30. addy + 0x1CF0 for actual
------------
8100D058 LUI V0,8040 ->codeaddy
8100D05C JALR V0,S1 ->to newcode
8100D060 LUI S0,B00C
CO-OP only:
ADDIU S0,S0,CB30
BNE S0,T3, +5
LUI S0,802C
LD V0,DB18 (S0)
SD V0,1CF0 (A2)
LD V0,DB20 (S0)
SD V0,1CF8 (A2)
LW RA,001C (SP)
LW S0,0014 (SP)
JR S1
OR V0,R0,R0
8100D058 3C02
8100D05A 8040
8100D05C 0040
8100D05E 8809
8100D060 3C10
8100D062 B00C
81400000 2610
81400002 CB30
81400004 160B
81400006 0005
81400008 3C10
8140000A 802C
8140000C DE02
8140000E DB18
81400010 FCC2
81400012 1CF0
81400014 DE02
81400016 DB20
81400018 FCC2
8140001A 1CF8
8140001C 8FBF
8140001E 001C
81400020 8FB0
81400022 0014
81400024 0220
81400026 0008
81400028 0000
8140002A 1025
------------
------------
812BDAE0 3C02
812BDAE2 8008
812BDAE4 8C42
812BDAE6 A0B8
812BDAE8 AFA2
812BDAEA 002C
812BDAEC 8FA4
812BDAEE 004C
812BDAF0 2C81
812BDAF2 0004
812BDAF4 1420
812BDAF6 0003
812BDAF8 0000
812BDAFA 0000
812BDAFC 8FA4
812BDAFE 002C
812BDB00 AFA4
812BDB02 004C
812BDB04 3C0C
812BDB06 7F08
812BDB08 358C
812BDB0A 9D00
812BDB0C 0180
812BDB0E 0008
812BDB10 0000
812BDB12 0000
812BDB18 3C0C
812BDB1A 802B
812BDB1C 358C
812BDB1E DAE0
812BDB20 0180
812BDB22 0008
812BDB24 0000
812BDB26 0000
------------- Final!
"Co-op Fix #62" .off
812BDAE0 3C02
812BDAE2 8008
812BDAE4 8C42
812BDAE6 A0B8
812BDAE8 AFA2
812BDAEA 002C
812BDAEC 8FA4
812BDAEE 004C
812BDAF0 2C81
812BDAF2 0004
812BDAF4 1420
812BDAF6 0003
812BDAF8 0000
812BDAFA 0000
812BDAFC 8FA4
812BDAFE 002C
812BDB00 AFA4
812BDB02 004C
812BDB04 3C0C
812BDB06 7F08
812BDB08 358C
812BDB0A 9D00
812BDB0C 0180
812BDB0E 0008
812BDB10 0000
812BDB12 0000
812BDB18 3C0C
812BDB1A 802B
812BDB1C 358C
812BDB1E DAE0
812BDB20 0180
812BDB22 0008
812BDB24 0000
812BDB26 0000
8100D058 3C02
8100D05A 8040
8100D05C 0040
8100D05E 8809
8100D060 3C10
8100D062 B00C
"Co-op (2)" .off
81400000 2610
81400002 AB74
81400004 160B
81400006 0005
81400008 3C10
8140000A 802C
8140000C DE02
8140000E DB18
81400010 FCC2
81400012 1CF0
81400014 DE02
81400016 DB20
81400018 FCC2
8140001A 1CF8
8140001C 8FBF
8140001E 001C
81400020 8FB0
81400022 0014
81400024 0220
81400026 0008
81400028 0000
8140002A 1025
---------------------
---------------------
PAL same as before, but patch to 8000BDB8
The Spy Who Loved Me Co-Op Patch (console) - PAL (European) version
Non-player kills count as player suicides in multiplayer. This is a console port of SubDrag's amazing rom patch. It is designed for uploaded stages, so be sure to have a 8MB expansion pak in your N64. It has been tested to work on console. Be sure both the first and second lists are both active, or the game will fail near-instantly. The next installment of the help file will include it.
Only use this with PAL cartridges.
"Co-op Fix #62" .off
812ADC60 3C02
812ADC62 8007
812ADC64 8C42
812ADC66 8BC8
812ADC68 AFA2
812ADC6A 002C
812ADC6C 8FA4
812ADC6E 004C
812ADC70 2C81
812ADC72 0004
812ADC74 1420
812ADC76 0003
812ADC78 0000
812ADC7A 0000
812ADC7C 8FA4
812ADC7E 002C
812ADC80 AFA4
812ADC82 004C
812ADC84 3C0C
812ADC86 7F08
812ADC88 358C
812ADC8A 9E84
812ADC8C 0180
812ADC8E 0008
812ADC90 0000
812ADC92 0000
812ADC98 3C0C
812ADC9A 802A
812ADC9C 358C
812ADC9E DC60
812ADCA0 0180
812ADCA2 0008
812ADCA4 0000
812ADCA6 0000
8100BDB8 3C02
8100BDBA 8040
8100BDBC 0040
8100BDBE 8809
8100BDC0 3C10
8100BDC2 B00C
"Co-op (2)" .off
81400000 2610
81400002 A9F0
81400004 160B
81400006 0005
81400008 3C10
8140000A 802B
8140000C DE02
8140000E DC98
81400010 FCC2
81400012 1E74
81400014 DE02
81400016 DCA0
81400018 FCC2
8140001A 1E7C
8140001C 8FBF
8140001E 001C
81400020 8FB0
81400022 0014
81400024 0220
81400026 0008
81400028 0000
8140002A 1025
-----------------------
-----------------------
-----------------------
Now the STAGE part of it all...
handle changes slightly to allow RA to contain return address
this requires resetting S1 in the loop
Any other variables will need to be a SD/LD
expect program to upload the first level data stuff to 80400A00 (0x980 / 2432 entries)
Okay, here's the dumb part!
They load the BG file partially before full write. So, must use PI_WR_LEN_REG value (or comparison) to ensure no overruns
Thankfully, once BG written the rest of the sizes are absolutely set. whew.
method is so:
increment through a list of ROM addresses, data addresses, and sizes (#DWORDS)
ends when ROM address=0
8100D058 3C028040 LUI V0,8040 ->codeaddy
8100D05C 0040F809 JALR RA,V0 ->to newcode
8100D060 3C10B00C LUI S0,B00C
8100D064 8FBF001C LW RA,001C (SP)
CO-OP only:
2611CB30 ADDIU S1,S0,CB30
562B0007 BNEL S1,T3, iterate
24500080 addiu s0,v0, (offset to list of sizes) 0x80
coop:
3C10802C LUI S0,802C
DE02DB18 LD V0,DB18 (S0)
FCC21CF0 SD V0,1CF0 (A2)
DE02DB20 LD V0,DB20 (S0)
10000011 beq r0,r0, end
FCC21CF8 SD V0,1CF8 (A2)
interate:
00067825 OR T7,R0,A2
loopus:
8E110000 lw s1,0000 (S0) //s1=ROM address
1011000D beq s1,r0, end
8E020004 lw v0,0004 (S0) //v0=data addy
562BFFFC bnel s1,t3, loopus
2610000C addiu s0,s0,000C //s0=next sample
8E110008 lw s1,0008 (S0) //s1=size in words
000E7082 SRL T6,T6,0x2 //#bytes /4 (# Ws)
copy:
8C500000 lw s0,0000 (V0) //copy W
ADF00000 sw s0,0000 (T7) //paste W
24420004 addiu v0,v0,0004 //next W source
21CEFFFF ADDI T6,T6,FFFF
100E0003 BEQ R0,T6,end
2231FFFF addi s1,s1,FFFF //s1--
5411FFF9 bnel s1,r0, copy
25EF0004 ADDIU T7,T7,0004 //next W target
end:
8FB10018 LW S1,0018 (SP)
8FB00014 LW S0,0014 (SP)
03E00008 JR RA
00001025 OR V0,R0,R0
--
"multiload #68" .off
81400000 2611
81400002 CB30
81400004 562B
81400006 0007
81400008 2450
8140000A 0080
8140000C 3C10
8140000E 802C
81400010 DE02
81400012 DB18
81400014 FCC2
81400016 1CF0
81400018 DE02
8140001A DB20
8140001C 1000
8140001E 0011
81400020 FCC2
81400022 1CF8
81400024 0006
81400026 7825
81400028 8E11
8140002A 0000
8140002C 1011
8140002E 000D
81400030 8E02
81400032 0004
81400034 562B
81400036 FFFC
81400038 2610
8140003A 000C
8140003C 8E11
8140003E 0008
81400040 000E
81400042 70C2
81400044 DC50
81400046 0000
81400048 FDF0
8140004A 0000
8140004C 2442
8140004E 0008
"multiload 2" .off
81400050 21CE
81400052 FFFF
81400054 100E
81400056 0003
81400058 2231
8140005A FFFF
8140005C 5411
8140005E FFF9
81400060 25EF
81400062 0008
81400064 8FB1
81400066 0018
81400068 8FB0
8140006A 0014
8140006C 03E0
8140006E 0008
81400070 0000
81400072 1025
8100D058 3C02
8100D05A 8040
8100D05C 0040
8100D05E F809
8100D060 3C10
8100D062 B00C
8100D064 8FBF
8100D066 001C
F1400080 0000
F1400082 0000
"multiload Co-Op #34" .off
812BDAE0 3C02
812BDAE2 8008
812BDAE4 8C42
812BDAE6 A0B8
812BDAE8 AFA2
812BDAEA 002C
812BDAEC 8FA4
812BDAEE 004C
812BDAF0 2C81
812BDAF2 0004
812BDAF4 1420
812BDAF6 0003
812BDAF8 0000
812BDAFA 0000
812BDAFC 8FA4
812BDAFE 002C
812BDB00 AFA4
812BDB02 004C
812BDB04 3C0C
812BDB06 7F08
812BDB08 358C
812BDB0A 9D00
812BDB0C 0180
812BDB0E 0008
812BDB10 0000
812BDB12 0000
812BDB18 3C0C
812BDB1A 802B
812BDB1C 358C
812BDB1E DAE0
812BDB20 0180
812BDB22 0008
812BDB24 0000
812BDB26 0000
-------------
-------------
now the 'slightly more annoying part than before'
getting clipping to copy to point
7F0BCD28 JAL to a routine that loads the compressed binary and decompresses it.
V0=address of decompressed binary
on return to 7F0B428C, uses V0 to set the clipping address at 8007BF94 and those at 80040F5?
trouble is, the bugger is used by everything else too... Besides, it doesn't have a ROM address left over
----Interesting TLB stuff
Goldeneye, on boot, 8000046C
sets T0 to 007FE000. This sets the pagemask to index 80000000-80400000 as 70000000-70400000. change that and you change the amount of memory indexed!
@@ -1,711 +0,0 @@
75A000: Vram 1
7A0400: Vram 2
780800:
addiu 29,29,FFE8
lui 4, BE00
sw 31,29,0014
jal 80788000
sw 16,29,0010
814:
lui 2,0040
lui 1,A000
sw 2,1,0318
jal 807A7A58
nop
828: loads a check for code list or generator?
lui 3,A07E
ori 3,3,9C00 //3=A07E9C00
lui 4,A07C
ori 4,4,9C00 //4=A07C9C00
lui 6,A07E
ori 6,6,9C00 //6=A07E9C00
addu 5,r0,r0
lui 2,807A
sw 3,9E10 (2) //80799E10=A07E9C00
lui 2,807A
sw 4,9DF8 (2) //80799DF8=A07C9C00
addu 2,6,5
854: memset routine by the looks of it
sb r0,0000 (2)
addiu 5,5,0001
sltiu 2,5,0168
bne r0,2,80780854
addu 2,6,5
86C:
lui 4,A060
jal 80785C30
lui 5,A070
878:
jal 8078EF74
lui 16,807A
880: get # codes to activate!
lw 2,16,9E10 //2=80799E10=A07E9C00=code/memedit area
lui 3,807A
sw r0,B1D0 (3) //8079B1D0=0
addiu 2,2,0160
lui 1,A078
sw 2,1,040C //8078040C=A07E9D60=# codes to activate!
jal 80790B74
nop
8A0:
lw 2,9E10 (16) //2=80799E10=A07E9C00=code/memedit area
addiu 3,2,0164 //3=A07E9D64=list of codes to activate
sw 3,0000 (2) //A07E9C00=A07E9D64
lw 4,0000 (2) //4=A07E9D64
addiu 3,2,02AC //3=A07EA010
sw 3,00C8 (2) //807E9CC8=A07EA010
sw 4,00CC (2) //807E9CCC=A07E9D64
addiu 4,3,0194 //4=A07EA1A4
addiu 3,3,0238 //3=A07EA248
sw 4,00D0 (2) //A07E9CD0=A07EA1A4
jal 80794A80
sw 3,00D4 (2) //A07E9CD4=A07EA248
8D0:
lw 31,0014 (29)
lw 16,0010 (29)
jr 31
addiu 29,29,0018
8E0:
B74: active code list check of sorts
addu 18,5,r0
sw 17,0014 (29)
addiu 17,6,00FF
addiu 2,r0,FF00
and 17,17,2
lui 3,00C0
lui 2,807A
lw 2,9D04 (2) //2=80799D04=BE000000
or 4,4,3
sw 31,001C (29)
sw 16,0010 (29)
beq r0,17,80780BC4
or 16,4,2
BA8:
addu 4,16,r0
jal 8078EDD0
addiu 16,16,0001
BB4:
sb 2,0000 (18)
addiu 17,17,FFFF
bne r0,17,80780BA8
addiu 18,18,0001
BC4:
lw 31,001C (29)
lw 18,0018 (29)
lw 17,0014 (29)
lw 16,0010 (29)
jr 31
addiu 29,29,0020
BDC:
7845AC:
lui v1,807A
lui v0,A040
sw v0,B308 (v1) //8079B308=VI_REG address
lui v1,807A
lui v0,A048
sw v0,B320 (v1) //8079B320=SI_REG address
lui v1,807A
lui v0,A000
sw v0,B324 (v1) //8079B324=RDRAM mirror address
lui v0,8079
lw v1,5980 (v0) //v1=??? (usually=8)
addiu v0,r0,0008
beq v0,v1 807845F4
addiu v0,r0,0010
5E4:
beq v0,v1 80784604
addiu v0,r0,FFFF
5EC:
j 80784610
nop
5F4:
jal 80783474
lui a0,A040
5FC:
j 80784610
addiu v0,r0,FFFF
604:
jal 807844E4
lui a0,A040
60C:
addiu v0,r0,FFFF
beq v0,s3 +BF
addu s0,r0,r0
7879F4:
addiu sp,sp,FFEC
sw ra,0010 (sp)
lui t0,BEC0
ori t0,t0,1000 //t0=BEC01000
lui t1,8000
ori t1,t1,0400 //t1=80000400
lui t2,0003
ori t2,t2,F000 //t2=0002F000
lw t3,0000 (t0) //t3=???
addiu t0,t0,0004
sw t3,0000 (t1)
addiu t2,t2,FFFC
bne r0,t2 -5
addiu t1,t1,0004
A38:
jal 80787A58
nop
A40:
jal 800004A0
nop
787A48:
lw ra,0010 (sp)
addiu sp,sp,0014
jr ra
nop
787A58:
788050: check PI status
lui v1,A460
lw v0,0010 (v1)
andi v0,v0,0003
bne r0,v0 80798050
nop
jr ra
nop
78806C:
addiu sp,sp,FFD8
sw s1,0014 (sp)
addu s1,a0,r0
sw s3,001C (sp)
addu s3,a1,r0
sw s2,0018 (sp)
addu s2,a2,r0
sw ra,0020 (sp)
jal 80788050
sw s0,0010 (sp)
094:
blez s2 807880B4
addu s0,r0,r0
09C:
jal 80787AB4
addu a0,s1,s0
0A4:
addiu s0,s0,0004
slt v0,s0,s2
bne r0,v0, -5
nop
7880B4: generic load from ROM [s1=rdram , s3=rom , s2=writelen]
lui v1,1FFF
ori v1,v1,FFFF //address mask
addiu s0,r0,03E7
lui a0,A460
and v0,s1,v1
and v1,s3,v1
sw v0,0000 (a0) //send destination address
addiu v0,s2,FFFF
sw v1,0004 (a0) //send ROM address
sw v0,000C (a0) //write length
addiu s0,s0,FFFF
bgez s0 +FFFF
addiu s0,s0,FFFF //sit around doing nothing for awhile
jal 80788050
nop
7880F0:
lw ra,0020 (sp)
lw s3,001C (sp)
lw s2,0018 (sp)
lw s1,0014 (sp)
lw s0,0010 (sp)
jr ra
addiu sp,sp,0028
7936D0: store original game's VI registers
lui 2,A440
lw 4,0000 (2)
lui 3,807A
sw 4,A000 (3) //8079A000=VI_STATUS_REG
lw 4,0004 (2)
lw 5,0008 (2)
lw 6,0014 (2)
lw 7,0018 (2)
lw 8,001C (2)
lw 9,0020 (2)
lw 10,0024 (2)
lw 11,0028 (2)
lw 12,002C (2)
lw 13,0030 (2)
lw 2,0034 (2)
addiu 3,3,A000 //3=8079A000
sw 4,0004 (3)
sw 5,0008 (3)
sw 6,0014 (3)
sw 7,0018 (3)
sw 8,001C (3)
sw 9,0020 (3)
sw 10,0024 (3)
sw 11,0028 (3)
sw 12,002C (3)
sw 13,0030 (3)
jr 31
sw 2,0034 (3)
79373C:
addiu 29,29,FFE8
sw 31,0010 (29)
jal 80785460
nop
750: load original game's VI registers
lui 3,807A
addiu 2,3,A040 //2=8079A040
lw 3,A040 (3)
lw 4,0004 (2)
lw 5,0008 (2)
lw 6,0014 (2)
lw 7,0018 (2)
lw 8,001C (2)
lw 9,0020 (2)
lw 10,0024 (2)
lw 11,0028 (2)
lw 12,002C (2)
lw 13,0030 (2)
lw 14,0034 (2)
lui 2,A440
sw 3,0000 (2)
sw 4,0004 (2)
sw 5,0008 (2)
sw 6,0014 (2)
sw 7,0018 (2)
sw 8,001C (2)
sw 9,0020 (2)
sw 10,0024 (2)
sw 11,0028 (2)
sw 12,002C (2)
sw 13,0030 (2)
sw 14,0034 (2)
lw 31,0010 (29)
jr 31
addiu 29,29,0018
7937C8: load VI registers
lui 2,A440
lw 4,0000 (2)
lui 3,807A
sw 4,A040 (3)
lw 4,0004 (2)
lw 5,0008 (2)
lw 6,0014 (2)
lw 7,0018 (2)
lw 8,001C (2)
lw 9,0020 (2)
lw 10,0024 (2)
lw 11,0028 (2)
lw 12,002C (2)
lw 13,0030 (2)
lw 2,0034 (2)
addiu 3,3,A040
sw 4,0004 (3)
sw 5,0008 (3)
sw 6,0014 (3)
sw 7,0018 (3)
sw 8,001C (3)
sw 9,0020 (3)
sw 10,0024 (3)
sw 11,0028 (3)
sw 12,002C (3)
sw 13,0030 (3)
jr 31
sw 2,0034 (3)
79383C:
jr 31
nop
793840:
addiu 29,29,FFE8
sw 31,0010 (29)
jal 80787EE0
nop
850:
addiu 3,r0,0003
bne 3,2,80793864
nop
85C:
jal 80791AB4
nop
864:
lw 31,0010 (29)
jr 31
addiu 29,29,0018
793870:
addiu 29,29,FFD8
sw 31,0024 (29)
jal 80787AE8
sw 16,0020 (29)
880:
lui 16,807A
addiu 4,r0,FFFE
and 4,2,4
jal 80787AF4
sw 2,B1EC (16)
894:
jal 80793840
nop
89C:
jal 80787F80
addu 4,r0,r0
andi 2,2,0400
bne r0,2,+5A
nop
8B0:
jal 80787F80
addu 4,r0,r0
8B8:
andi 2,2,0400
beq r0,2, 807838B0
lui 3,A07E
8C4:
ori 3,3,9C00 //3=A07E9C00
lui 4,A07C
ori 4,4,9C00 //4=A07C9C00
addu 8,r0,r0
addu 9,r0,r0
lui 2,807A
sw 3,9E10 (2) //80799E10=A07E9C00
lui 2,807A
sw 4,9DF8 (2) //80799DF8=A07C9C00
lui 2,F7BC
ori 2,2,F7BC
lui 3,F7BC
ori 3,3,F7BC
lui 1,807A
sw 8,B228 (1) //8079B228=0
lui 1,807A
sw 9,B22C (1) //8079B22C=0
lui 1,807A
sw 2,B300 (1) //8079B300=F7BCF7BC
lui 1,807A
sw 3,B304 (1) //8079B304=F7BCF7BC
jal 80785DF0
nop
920:
addu 5,r0,r0
lui 2,807A
addiu 4,2,A000 //4=8079A000
lui 3,A440
930: copy VI regs to 8079A000
lw 2,0000 (3) //2=VI_REG
addiu 3,3,0004 //3=*next VI_REG
addiu 5,5,0001
sw 2,0000 (4) //8079A000=VI_STATUS
slti 2,5,000E
bne r0,2,80793930
addiu 4,4,0004
94C:
jal 80785460
lui 16,807A
954:
jal 80785948
addu 4,r0,r0
95C:
addu 4,r0,r0
addu 5,4,r0
addiu 6,0,0140
addiu 7,0,00F0
sw r0,0010 (29)
sw r0,0014 (29)
jal 807935B0
sw r0,0018 (29)
97C:
jal 80792F8C
nop
984:
794ADC:
lui k0,8079
addiu k0,k0,4AEC //k0(26)=80794AEC
jr k0
nop
794AEC:
cop0
ori k1,r0,005C
andi k0,k0,007C
beq k1,k0,80794B30
nop
B00:
bne r0,k0,80794B20
nop
794B08:
lui k0,A430
lw k0,0008 (k0) //k0=MI_INTERUPT_REQ
nop
andi k1,k0,0002
bne r0,k1 80794B28
nop
794B20:
j 80000192
nop
794B28:
j 80794B40
nop
B30:
lui k0,BEC2
ori k0,k0,F000
jr k0 //jump to BEC2F000? that's weird...
nop
794B40:
lui k0,8079
addiu k0,k0,4A70
sw sp,0000 (k0) //sp->80794A70
lui sp,807F
ori sp,sp,FF00 //sp=807FFF00
addiu sp,sp,FFB4
sw ra,0010 (sp) //807EFF10=ra
sw v0,0014 (sp) //807EFF14=v0
sw v1,0018 (sp) //807EFF18=v1
sw a0,001C (sp) //807EFF1C=a0
sw a1,0020 (sp) //807EFF20=a1
sw a2,0024 (sp) //807EFF24=a2
sw a3,0028 (sp) //807EFF28=a3
sw t0,002C (sp) //807EFF2C=t0
sw t1,0030 (sp) //807EFF30=t1
sw t2,0034 (sp) //807EFF34=t2
sw t3,0038 (sp) //807EFF38=t3
sw t4,003C (sp) //807EFF3C=t4
sw t5,0040 (sp) //807EFF40=t5
sw t6,0044 (sp) //807EFF44=t6
sw t7,0048 (sp) //807EFF48=t7
jal 80793870
nop
794B9C:
beq v0,r0, 80794BBB4
nop
BA4:
cop0
nop
cop0
nop
BB4:
lui k0,807A
addiu k0,k0,A080 //k0=8079A080
lw k1,0000 (k0) //k1=0 if codes on, 1 if codes off
bne r0,k1, 80794BD0 //1 if codes disabled. if disabled, skip lists and head back to game
nop
jal 80794C40 //handle "active codes" list (code generator)
nop
794BD0: head back to original game code...
lw ra,0010 (sp)
lw v0,0014 (sp) //807EFF14=v0
lw v1,0018 (sp) //807EFF18=v1
lw a0,001C (sp) //807EFF1C=a0
lw a1,0020 (sp) //807EFF20=a1
lw a2,0024 (sp) //807EFF24=a2
lw a3,0028 (sp) //807EFF28=a3
lw t0,002C (sp) //807EFF2C=t0
lw t1,0030 (sp) //807EFF30=t1
lw t2,0034 (sp) //807EFF34=t2
lw t3,0038 (sp) //807EFF38=t3
lw t4,003C (sp) //807EFF3C=t4
lw t5,0040 (sp) //807EFF40=t5
lw t6,0044 (sp) //807EFF44=t6
lw t7,0048 (sp) //807EFF48=t7
addiu sp,sp,006C
lui k0,8079
addiu k0,k0,4A70 //k0=80794A70
lw sp,0000 (k0)
lui k0,807A
addiu k0,k0,A080 //k0=8079A080
lw k1,0000 (k0) //k1=0 if codes on, 1 if off
bne 0,k1,80794C38
nop
C30: go to codelist if == 0
j 807C5C00 //changing this jump will change the location of the codelist!!!
nop
C38: else, just go back to interrupt (return to game)
j 80000120
nop
794C40: "active codes" from active code list (code generator)
addiu sp,sp,FFEC
sw a0,0000 (sp)
sw a1,0004 (sp)
sw a2,0008 (sp)
sw a3,000C (sp)
sw t6,0010 (sp)
lui a0,8078
lw a0,040C (a0) //a0=A07E9D60
lw a3,0000 (a0) //a3=# additional codes to activate!!
794C60: grab each code from list and execute!
beq r0,a3, +28 //skip this crap if there aren't any activated codes
lwl a1,0004 (a0)
C68: pull and test code type
lwr a1,0007 (a0) //this pulls the "gs codes" from the code offset
lui k0,D000
and k1,a1,k0 //mask the codetype (test for Dx type)
bne k0,k1 80794CD8 //skip if normal write
lh a2,0008 (a0) //load code value
C80: Dx-conditional type
lui k0,0100
and k1,a1,k0 //test for 1 or 2 byte read
lui k0,80FF
ori k0,k0,FFFF //k0=code to address mask
bgtz k1, 80794CA0 //do a 2-byte read
and a1,a1,k0 //a1=address to write to
beq k1,k1, 80794CA4 //do a 1-byte read
lb t6,0000 (a1)
CA0:
lh t6,0000 (a1) //t6= value at address
CA4:
lui k0,0200
and k1,a1,k0
beq k0,k1 80794CC4 //if a != read, branch
nop
CB4: D0/D1 type if= conditional test
beq a2,t6 80794CFC
nop
CBC:
beq k1,k1 80794CCC
nop
CC4: D2/D3 type if!= conditional test
bne a2,t6 80794CFC
nop
CCC: this subtracts twice, skipping next code if condition not true
addi a3,a3,FFFF
beq k1,k1 80794CFC
addi a0,a0,0006
CD8: 8x write to address
lui k0,0100
and k1,a1,k0
lui k0,80FF
ori k0,k0,FFFF
bgtz k1 80794CF8
and a1,a1,k0
CF0:
beq k1,k1 80794CFC
sb a2,0000 (a1)
CF8:
sh a2,0000 (a1) //store value to address
CFC:
addiu a3,a3,FFFF
D00: next verse same as the first
bgtz a3 80794C60 //loop for each code in list
addi a0,a0,0006
794D08:
lw a0,0000 (sp)
lw a1,0004 (sp)
lw a2,0008 (sp)
lw a3,000C (sp)
lw t6,0010 (sp)
addiu sp,sp,0014
jr ra
nop
794D28:
lui k0,0004
lw a3,0000 (a1)
nop
sw a3,0000 (a0)
addi a0,a0,0004
addi a1,a1,0004
addiu k0,k0,FFFF
bgtz k0 80794D28
nop
D4C:
lui t0,8000
addiu t1,t0,3000 //t1=80003000
addiu t1,t1,FFF0 //t1=7FFF3010
cache
sltu t1,t0,0x82B
bne r0,at 80794D54
addiu t0,t0,0020
jr a2
nop
794D8C:
lui a0,8000
ori a0,a0,02C0
addiu a1,r0,0001
sw a1,0000 (a0)
lui a1,810B
ori a1,a1,A3DC //a1=810AA3DC
sw a1,a0,0004
addiu a1,r0,3F80 //a1=810AE35C
sh a1,a0,0008
jr ra
nop
794DB8: text and pointer arrays
795960: pointers to VI registers, used in "view gfx memory"
VI_DRAM_ADDR
VI_H_WIDTH
VI_X_SCALE_REG
VI_Y_SCALE_REG
797900: pointer to cheat ASM
799DF8: pointer to cheat ASM
A07C5C00
799E10: pointer to code generator & memory editor stuff
A07E9C00
799E20: pointers to menu text
0x78/120 pointers
79A000: original game's VI interupts
79A160: PIF commands (send or store?)
79A1B0: pointer to new PIFram (send or recieve?)
-
7C5C00: cheat ASM
- Memory Editor and Code Generator stuff
7E9C00: pointer to new activated cheats
7E9C07: codes on (0) or off (1)
7E9C40: always = 1
7E9C70: always = 1
7E9C88: option # selected on return to previous menu
7E9C90: current memory editor address
7E9C94: always = 1
7E9C98: current nibble (0-0x10)
7E9C9C: current row (0-?)
7E9CA0: cursor = nibble (0) or byte (1)
7E9CA8: goto address in memory editor
7E9CBC: # results displayed (0-0x64)
7E9CC0: # results selected (0-0x63)
7E9CC8: A07E9EAC pointer to addresses displayed in code generator
7E9CCC: A07E9D64 pointer to active codes
7E9CD0: A07EA040 ?
7E9CD4: A07EA0E4 ?
7E9CEC: # possibilites from search
7E9CF0: integer search value
7E9D34: text search string, NULL terminated
7E9D60: # following codes to activate
7E9D64: active codes list. 6byte codes following typical gs pattern. types 80,81,D0,D1 supported
to write addresses to active code list, send A07E9D60...
7E9EAC: addresses displayed in code generator (not complete list)
@@ -1,244 +0,0 @@
Do a little dance, make a little love (Goldeneye animation mods)
USE THIS START POINT, AGENT, FACILITY to start right at Trevelyan.
8106EDB4 45FB
8106EDB8 C39B
8106EDBC C598
8106EDC0 801A
8106EDC2 70AC
Trev Facility
D0064F30 0010
811E8414 XXXX
D0064F30 0010
811E8416 YYYY
Press L
Cuba
Bond
8118B020 XXXX
8118B022 YYYY
Natalya
8118B054 XXXX
8118B056 YYYY
Table at: 80029D6C
Offset below * 4
Assume can replace certain animations with any other
XXXXYYYY
(same pointers all levels!)
802AF4C0 default (nothing)
802AF4DC walk
802AF604 aim to fire
802AF6D4 bow-legged aim gun
802AF7D8 firing position
802AF884 side aim
802AFAD0 up aim
802AFCD4 hunched position
802AFE50 hunched slanted position
802B0044 hunched
802B0274 hold for fire
802B04E8 stand
802B07F4 low position for firing
802B0A38 low position slightly higher for firing
802B0C74 very low hunched for firing and missing bullets
802B0D2C very low gunslinging behind him *cool*
802B0E44 hit in shoulder by bullet clutching it
802B0F2C clutching stomach
802B1014 clutching stomach forward
802B115C looking around for bullet hitting
802B1300 bent over from being hit
802B1444 standing
802B15F4 stepping slightly
802B1CEC on ground clutching
802B1E5C feet in ground
802B2324 clutching neck
802B2454 on ground face up
802B2578 face down on ground
802B269C dead face up
802B2788 dead face up sprawled out
802B286C face down huddled
802B2994 crossed feet face up death
802B2A88 face down
802B2B98 face up sort of crossed legs
802B2D0C dying on knees then face down
802B2E80 dead on ground
802B2FB0 huddled in fetal position
802B30D0 huddled in fetal position opposite direction
802B31C4 face up
802B325C feet in ground
802B3460 roll to fire
802B34D8 walking
802B3530 running
802B3594 running
802B3604 walking semi fast gun down
802B3758 walking then turn to fire *cool*
802B3788 atten-hut! *cool* *USED?*
802B3844 surrendering
802B39C4 surrendering and moving feet a bit
802B3A34 walking and firing
802B3A8C running to fire
00000001
00000001
802B3C7C jumping to side *cool*
802B3F00 hopping to side
802B41A0 shot in butt
802B43D4 shot in butt stammering around for a while *cool*
802B4684 shot and sort of dying
802B48CC dying on side
802B4960 in ground, moving about a bit
802B4A14 standing
802B4B44 on ground lifeless
802B4C04 start0 - standing gun to right
802B4E24 throwing grenade
802B51D0 moving hand at you
802B53B0 standing
802B5594 standing hands down
802B5714 start1 - draw gun and point
802B583C body spread out a little less
802B5944 body spread out a little less
802B5A14 body spread out a little less
802B5B04 body spread out a little less
802B5BF8 pointing gun to side to aim
802B5CC8 arms at sides
802B5E0C aim at side to fire
802B5ED8 standing arms at side
802B60D8 kneel to fire
802B6210 feet in ground
802B63C8 standing
802B64CC standing
802B6690 kneel to fire for a sec
802B67C4 body spread out standing up
802B68F0 body spread out standing up
802B6964 walking gun pointed out *cool*
802B69D4 walking gun to side
802B6A48 walking gun to right side
802B6AAC running gun forward
802B6B10 running gun to right
802B6B78 running aiming to side
802B6BD4 running very fast gun full forward
802B6C3C running slow with gun
802B6C94 running fast
00000001
00000001
00000001
00000001
00000001
00000001
802B6D88 start2 - holstering gun
802B6F68 start3 - holstering gun kneeling
802B710C start4 - aiming leaning forward
802B71C4 start5 - standing gun forward
802B7298 crossing arms *cool*
802B73CC start6 - standing gun a little forward
802B7474 start7 - standing gun a little forward more
802B7540 bond completed mission pose, crossed arm, gun up
802B7624 checking gun standing
802B7654 standing then move a little in successive moves
802B76C4 walking casually
802B7734 walking gun forward
802B77A0 walking hold guns forward in slash *cool*
802B7800 running hands out
802B7864 running guns crossed
802B78C4 fast running fast guns full out *cool*
802B791C running fast guns full out crossed
802B7984 walking casually
802B79E0 running sort of girly
802B7B58 holding guns out kneeled to fire
802B7CC0 standing
802B7E38 standing bit tighter
802B7F6C standing bit tighter
802B80B0 standing
802B81E8 standing legs a bit farther back
802B82DC standing legs and arms a bit farther back
802B83EC standing
802B8544 move gun up for a sec then back to standing
802B8654 standing tight
802B87AC move gun up for a sec then back to standing
802B8904 standing holding gun into other
802B8ABC standing holding gun into other bit prouder
802B8C7C arms down and holding gun one hand
802B8D88 sort of sleeping mid-air? sniper on ground?
802B8EEC sprawled death
802B9008 leg a little in dead sprawled on floor
802B910C sprawled death hands up
802B921C sprawled slanty death
802B9304 sprawled sideways
802B9408 sprawled on side
802B9554 dying sprawled legs crossed
802B9678 sprawled face down
802B97B8 weird cross legged slanted death
802B98E4 sideways cross legged face down
802B99F8 sideways cross legged little different
802B9B10 dead on ground slightly angled
00000001
00000001
00000001
00000001
802B9B70 HAHAHA RUNNING prancing flailing arms surrender *very cool*
802B9BC4 running around like a madman surrendering
802B9D7C aiming gun up and down at you
802B9E0C turning gun side to side
802B9E9C gun aim
802BA16C checking gun
802BA634 little head movement checking gun
802BA76C shaking head moving hand to face
802BA9E8 swatting flies
802BAB70 kicking leg a bit, hunching for a sec
802BAC88 standing gun pose
802BAD14 standing gun pose feet a little back
802BAE68 hunching over once
802BB100 talking and moving arm
802BB440 laughing
802BB6E4 standing legs slant
802BB8D0 standing gun across face pondering
802BBA04 hands up surrender stationary
802BBCF8 gun up coiling from being hit
802BC038 being hit and coming back
802BC32C sort of kneel being hit
802BC568 standing prim and proper
00000001
802BC808 DANCING!!!?
802BCA0C fast dancing!?
802BCAA4 standing arms down
802BCB28 standing arms down
802BCBB8 standing arms down
802BCBE8 standing arms down head a little lower
802BCD5C start8 - aiming gun
802BD0A4 jumping off dam!
802BD1E0 UHH? He takes a step, then jumps straight down through floor
802BD51C running and jumping (onto cradle helicopter)
802BD54C falling off cradle!
802BD57C probably fixing suit with arms motion
802BD64C leg up arms out a little
00000000
802BD930 slanted whole body
802BDAB4 slanted almost like got punched in face backwards
802BDC80 body GOES ABSOLUTELY CRAZY and flutters to the sky
Everybody's dances! Well, it works Cuba, not sure about other levels.
(or replace for everyone does anything)
5000FF04 0000
81029D6C 802B
5000FF04 0000
81029D6E C808
Everybody Arms flailing
5000FF04 0000
81029D6C 802B
5000FF04 0000
81029D6E 9B70
http://home.worldnet.att.net/~MKleiman/animationmod.zip
__________________
facility guard invisibility!
801D927C 0025
801D9458 0025
801D9634 0025
801D9810 0025
801D99EC 0025
801D9BC8 0025
801D9DA4 0025
801D9F80 0025
@@ -1,337 +0,0 @@
81021406 3FF0 wall colours
81021424 0000
8102143C 0001 texture thingy
81021433 FFFF flowing walls
versus info at 8003a218. Ch per object.
8003,75d0|8005,5a60|3dcc,cccd
prior object line
object load
size
Quantity Digits to Accompany Gun Equipped Modifier Codes
1st Value - 2nd Value - Item/Prop Description
75D0 - 5A60 - 00 - Double Alarm (beta)
75F0 - 5A6C - 01 - Alarm (Dambunkers)
7610 - 5A78 - 02 - Tiny Pyramid?
7630 - 5A88 - 03 - Ammo Pickup Box #1 Brown
7650 - 5A98 - 04 - Ammo Pickup Box #2 Brown
7670 - 5AA8 - 05 - Ammo Pickup Box #1 Green
7690 - 5AB8 - 06 - Ammo Pickup Box #2 Green
76B0 - 5AC8 - 07 - Ammo Pickup Box #3 Green
76D0 - 5AD8 - 08 - Iron Pillar?
76F0 - 5AE0 - 09 - Drawing Board? (Surfaces?)
7710 - 5AEC - 0a - Book (Surfaces)
7730 - 5AF4 - 0b - Bookshelf (Surfaces? Arch?)
7750 - 5B04 - 0c - Computer Console(CC) #1
7770 - 5B18 - 0d - CC #2
7790 - 5B2C - 0e - CC #3
77B0 - 5B40 - 0f - CC #4
77D0 - 5B54 - 10 - CC#5
77F0 - 5B68 - 11 - CC #6
7810 - 5B7C - 12 - Wooden Crate (WC) #1
7830 - 5B88 - 13 - WC #2
7850 - 5B94 - 14 - WC #3
7870 - 5BA0 - 15 - WC #4
7890 - 5BB0 - 16 - WC #5
78B0 - 5BC0 - 17 - WC #6
78D0 - 5BD0 - 18 - ?
78F0 - 5BD8 - 19 - Computer Consol (CC) #7
7910 - 5BE4 - 1a - CC #8
7930 - 5BF0 - 1b - CC #9
7950 - 5BFC - 1c - CC #10
7970 - 5C0C - 1d - CC #11
7990 - 5C1C - 1e - CC #12
79B0 - 5C2C - 1f - cc #13
79D0 - 5C3C - 20 - CC #14
79F0 - 5C4C - 21 - CC #15
7A10 - 5C5C - 22 - CC #16
7A30 - 5C6C - 23 - CC #17
7A50 - 5C7C - 24 - CC #18
7A70 - 5C90 - 25 - CC #19
7A90 - 5CA4 - 26 - Computer Table #1
7AB0 - 5CAC - 27 - Computer Table #2
7AD0 - 5CB4 - 28 - Table Light (Surfacesarch)
7AF0 - 5CC4 - 29 - Computer Drive (Aztec)
7B10 - 5CD4 - 2a - Disk Drive (Aztec)
7B30 - 5CE4 - 2b - Fileing Cabinet (Runwayarch)
7B50 - 5CF8 - 2c - Gas Canister (Surfaces)
7B70 - 5D08 - 2d - Computer Keyboard
7B90 - 5D14 - 2e - Wall Cabinet (Bunkers)
7BB0 - 5D24 - 2f - wood panels, bunker 1
7BD0 - 5D34 - 30 - Computer Mainframe #1 (Dambunkersetc)
7BF0 - 5D44 - 31 - Computer Mainframe #2 (Dambunkersetc)
7C10 - 5D54 - 32 - Chair (Runwayetc)
7C30 - 5D64 - 33 - Steel Crate #1
7C50 - 5D74 - 34 - Steel Crate #2
7C70 - 5D84 - 35 - Steel Crate #3
7C90 - 5D94 - 36 - Steel Crate #4
7CB0 - 5DA4 - 37 - Land To Air Missile Launcher?
7CD0 - 5DB4 - 38 - Group Of Land To Air Missile Launchers?
7CF0 - 5DC4 - 39 - Iron Small Pillar #1?
7D10 - 5DD0 - 3a - Iron Small Pillar #2?
7D30 - 5DDC - 3b - Iron Small Pillar #3?
7D50 - 5DE8 - 3c - Toxic Waste Drum #1?
7D70 - 5DF4 - 3d - Toxic Waste Drum #2?
7D90 - 5E00 - 3e - Toxic Waste Drum #3?
7DB0 - 5E0C - 3f - Gate Lock (Dam)
7DD0 - 5E18 - 40 - Telephone?
7DF0 - 5E24 - 41 - Radio Transmitter #1 (Caverns?etc)
7E10 - 5E34 - 42 - Radio Transmitter #2 (Caverns?etc)
7E30 - 5E44 - 43 - Radio Transmitter #3 (Caverns?etc)
7E50 - 5E54 - 44 - Radio Transmitter #4 (Caverns?etc)
7E70 - 5E64 - 45 - Warhead (Silo)
7E90 - 5E74 - 46 - Satellite Dish (Dam)
7EB0 - 5E80 - 47 - Electrical Box?
7ED0 - 5E8C - 48 - Stool (As In A Chair)?
7EF0 - 5E98 - 49 - Blue Chair (Fac)
7F10 - 5EA8 - 4a - Torpedoe Rack?
7F30 - 5EB8 - 4b - TV
7F50 - 5EC0 - 4c - TV Holder (Bunkers)
7F70 - 5ECC - 4d - Piece Of Paper?
7F90 - 5ED8 - 4e - Piece Of Paper?
7FB0 - 5EE4 - 4f - Wooden Crate(WC) #7
7FD0 - 5EF8 - 50 - WC #8
7FF0 - 5F0C - 51 - WC #9
8010 - 5F20 - 52 - WC #10
8030 - 5F34 - 53 - WC #11
8050 - 5F48 - 54 - WC #12
8070 - 5F5C - 55 - Wood Table
8090 - 5F6C - 56 - Card?
80B0 - 5F7C - 57 - Blue Electrical Unit?
80D0 - 5F8C - 58 - Bunch Of Stacked Steel Crates #1
80F0 - 5F98 - 59 - Bunch Of Stacked Steel Crates #2
8110 - 5FA4 - 5a - Bunch Of Stacked Steel Crates #3
8130 - 5FB0 - 5b - Door Identity Checker (Silo)
8150 - 5FBC - 5c - Warhead Capsule (Silo)
8170 - 5FC8 - 5d - Nuclear Missile (Silo)
8190 - 5FD0 - 5e - Moveable Computer Console (Silo)
81B0 - 5FE4 - 5f - Computer Table (Control)
81D0 - 5FF4 - 60 - Locker #1 (Fac etc)
81F0 - 6000 - 61 - Locker #2 (Fac etc)
8210 - 600C - 62 - ?
8230 - 6018 - 63 - Frigate Engine
8250 - 6028 - 64 - Frigate Missile Launcher #1
8270 - 6038 - 65 - Frigate Gun Turret
8290 - 6044 - 66 - Frigate Missile Launcher #2
82B0 - 6054 - 67 - Frigate Missile Launcher #3
82D0 - 6064 - 68 - Small Glass Window
82F0 - 6070 - 69 - tall glass arc.(not door tile)
8310 - 6084 - 6a - small glass arch. light (not door tile)
8330 - 6098 - 6b - small glass arch. dark (not door tile)
8350 - 60A8 - 6c - Tree #1
8370 - 60B8 - 6d - Tree #2
8390 - 60C0 - 6e - Small Tree
83B0 - 60CC - 6f - Plant #1
83D0 - 60D8 - 70 - Concrete Science Table (Fac)
83F0 - 60E4 - 71 - Small Gas Tank (Fac)
8410 - 60F0 - 72 - Group Of Small Gas Tanks (Facrunway)
8430 - 6100 - 73 - Bullet Proof Vest #1
8450 - 6110 - 74 - Bullet Proof Vest #2
8470 - 6124 - 75 - Big Gas Tank (Fac)
8490 - 6130 - 76 - Glass Vile? (Can Use To Make Doors Glass)
84B0 - 6140 - 77 - Large Iron Sheet?
84D0 - 614C - 78 - Train Brake
84F0 - 6158 - 79 - Gun Clip(GC) #1
8510 - 6164 - 7a - GC #2
8530 - 6170 - 7b - GC #3
8550 - 617C - 7c - GC #4
8570 - 618C - 7d - GC #5
8590 - 619C - 7e - GC #6
85B0 - 61A8 - 7f - Gun Clip?
85D0 - 61B4 - 80 - Fire Extinguisher?
85F0 - 61C8 - 81 - Shotgun Shells
8610 - 61D8 - 82 - Gun Clip?
8630 - 61E4 - 83 - Gun Shells?
8650 - 61F4 - 84 - Gun Shells
8670 - 6204 - 85 - Gun Clip #7
8690 - 6210 - 86 - Gun Clip #8
86B0 - 621C - 87 - Steel Door w/ window (Bunkers)
86D0 - 6228 - 88 - Steel Door #1 (Bunkers)
86F0 - 6234 - 89 - Steel Door? (Bunkers)
8710 - 6248 - 8a - Steel Door #2 (Bunkers)
8730 - 625C - 8b - Mini-steel Door? (Bunkers)
8750 - 626C - 8c - Steel Door #3 (Bunkers)
8770 - 627C - 8d - Steel Door #4
8790 - 628C - 8e - Steel Door???
87B0 - 629C - 8f - Steel Door (Arch)
87D0 - 62AC - 90 - Elevator Door #1 (blue w/ yellow tape) Caverns
87F0 - 62C0 - 91 - Steel Door?
8810 - 62D0 - 92 - Blue Steel Plate?
8830 - 62E0 - 93 - Blue Steel Plate?
8850 - 62F0 - 94 - Blue Steel Plate?
8870 - 6300 - 95 - Steel Plate Door (Runway)
8890 - 6310 - 96 - Blue Steel Door w/red tape
88B0 - 6320 - 97 - Blue Steel Door w/red tape
88D0 - 6330 - 98 - Frigate Door #1
88F0 - 6340 - 99 - Frigate Door #2
8910 - 6350 - 9a - Steel Door? (Fac)
8930 - 6364 - 9b - Steel Door #1 (Fac)
8950 - 6378 - 9c - Steel Door #2 (Fac)
8970 - 638C - 9d - Wood Door?
8990 - 63A0 - 9e - Sliding Steel Door (Fac,dam)
89B0 - 63B8 - 9f - Restroom Door (Fac)
89D0 - 63CC - a0 - Glass Lab Door (Fac)
89F0 - 63E4 - a1 - Train Door
8A10 - 63F4 - a2 - Train Door?
8A30 - 6404 - a3 - Train Door?
8A50 - 6414 - a4 - Caverns clam-type door
8A70 - 6424 - a5 - Caverns iris-type door
8A90 - 6430 - a6 - Wood Door (Surfaces)
8AB0 - 6440 - a7 - Green Door #1 (Surfaces)
8AD0 - 6450 - a8 - Green Door #2 (Surfaces)
8AF0 - 6460 - a9 - Sliding Steel Door (Silo?, surfaces, bunker)
8B10 - 6474 - aa - Egypt Block Door?
8B30 - 6484 - ab - Egypt Block Door?
8B50 - 6494 - ac - Gray Block Door?
8B70 - 64A4 - ad - Egypt Block Door?
8B90 - 64B4 - ae - Block Door?
8BB0 - 64C4 - af - Block Door?
8BD0 - 64D4 - b0 - Large Steel Shutter (Control, Caverns)
8BF0 - 64E0 - b1 - Single Tile?
8C10 - 64EC - b2 - Steel Door (Dam?)
8C30 - 64FC - b3 - Steel Door (Dam Tunnel)
8C50 - 650C - b4 - Gate Fence (Dam)
8C70 - 651C - b5 - ?
8C90 - 652C - b6 - bar door (divider in stack)
8CB0 - 653C - b7 - Gate (Statue)
8CD0 - 654C - b8 - KF7
8CF0 - 6558 - b9 - Grenade Launcher
8D10 - 656C - ba - throwing Knife
8D30 - 6578 - bb - Laser Gun
8D50 - 6584 - bc - AR-33
8D70 - 6590 - bd - DK5
8D90 - 659C - be - Cougar Magnum
8DB0 - 65A8 - bf - PP7
8DD0 - 65B4 - c0 - Shotgun
8DF0 - 65C4 - c1 - Klobb
8E10 - 65D4 - c2 - Phantom
8E30 - 65E4 - c3 - 9MM
8E50 - 65F0 - c4 - Grenade
8E70 - 6600 - c5 - RCP-90
8E90 - 660C - c6 - Briefcase #1
8EB0 - 661C - c7 - Remote Mine
8ED0 - 662C - c8 - Green Mine?
8EF0 - 6640 - c9 - Blue Mine?
8F10 - 6650 - ca - Rocket
8F30 - 665C - cb - Grenade Launcher Grenade
8F50 - 6670 - cc - Silenced PP7
8F70 - 6680 - cd - Dusty
8F90 - 668C - ce - Silenced DK5
8FB0 - 669C - cf - Auto Shotgun
8FD0 - 66AC - d0 - Golden Gun
8FF0 - 66B8 - d1 - Hunting Knife
9010 - 66C8 - d2 - Sniper Rifle
9030 - 66DC - d3 - Rocket Launcher
9050 - 66F0 - d4 - Black Guard Hat?
9070 - 66FC - d5 - Black Guard Hat?
9090 - 670C - d6 - Black Guard Hat?
90B0 - 671C - d7 - Green Guard Hat?
90D0 - 6728 - d8 - Green Guard Hat?
90F0 - 6738 - d9 - Steel Guard Hat?
9110 - 6744 - da - Steel Guard Hat?
9130 - 6754 - db - Guard Hat? (Aztec?)
9150 - 6760 - dc - Black Guard Hat?
9170 - 676C - dd - Blue Guard Hat?
9190 - 677C - de - Red Guard Hat?
91B0 - 678C - df - Brown Guard Hat?
9210 - 67BC - e2 - Briefcase #2
9310 - 683C - ea - Door Opener (Fac)
9330 - 6850 - ec - Timer/calculator?
9370 - 6878 - ed - Briefcase #3
9390 - 6890 - ee - Camera?
93F0 - 68C4 - f1 - Briefcase #4
9410 - 68DC - f2 - Standing Briefcase?
9430 - 68EC - f3 - Key?
9450 - 68FC - f4 - Key?
9470 - 690C - f5 - Tracking Bug (Damfrig)
9490 - 6918 - f6 - Tracking Camera?
94B0 - 692C - f7 - Hard Disk?
94D0 - 6938 - f8 - Goldeneye Disk (Bunkers)
94F0 - 694C - f9 - Sunglasses?
9550 - 6988 - fc - Gas Keyring
9570 - 6998 - fd - Circuit Board?
9590 - 69A8 - fe - Safe (without Door)
95D0 - 69B8 - ff - Standing Folder?
9610 - 69D4 - (01) - Helicopter Plans?
9630 - 69E4 - (02) - Circuit Board?
9650 - 69F8 - (03) - Bunker Plans?
9690 - 6A14 - (05) - Tape Cassette?
9770 - 6A78 - (0d) - Clipboard? (Bunkers?)
9790 - 6A88 - (0e) - Red Standing Folder? (Bunkers?)
97B0 - 6A98 - (0f) - Folder? (Bunkers?)
97D0 - 6AA8 - (10) - Tape Cassette?
97F0 - 6AB8 - (11) - Bomb (plastic Explosive? Frig)
9810 - 6AC8 - (12) - Flight Recorder
9830 - 6AD8 - (13) - Video Tape (Bunkers)
9850 - 6AE8 - (14) - (Nintendo Screen???)
9870 - 6AF8 - (15) - (Goldeneye Screen???)
9890 - 6B08 - (16) - (Folder Select Screen???)
98B0 - 6B18 - (17) - Truck (Dam)
98D0 - 6B24 - (18) - Jeep
98F0 - 6B2C - (19) - Red Truck?
9910 - 6B34 - (1a) - ?
9930 - 6B44 - (1b) - ?
9950 - 6B4C - (1c) - ?
9970 - 6B58 - (1d) - ?
9990 - 6B60 - (1e) - Truck Trailer?
99B0 - 6B70 - (1f) - Motorcycle
99D0 - 6B7C - 20 - Tank (it's Body Atleast)
99F0 - 6B84 - (21) - All Terrain Attack Vehicle???!!!!!!!!
9A10 - 6B8C - (22) - Speed Boat?!
9A30 - 6B98 - (23) - ?
9A50 - 6BA0 - (24) - ?
9A70 - 6BB0 - 0125 - Safe Door
9A90 - 6BBC - (26) - Key Holder (Bunkers)
9AB0 - 6BCC - 0127 - Sliding glass in bunker
9AD0 - 6BD8 - (28) - ?
9AF0 - 6BE4 - 0129 - Block Door #1 (Arch)
9B10 - 6BF4 - 012a - Block Door #2 (Arch)
9B30 - 6C04 - (012b) - ?
9B50 - 6C10 - (2c) - Train Door (Depot)
9B70 - 6C20 - (2d) - Car #1
9B90 - 6C2C - (2e) - Car #2
9BB0 - 6C38 - (2f) - Car #3
9BD0 - 6C44 - (30) - Red Car
9BF0 - 6C50 - (31) - Black Volvo!???
9C10 - 6C5C - (32) - Door? (Control?)
9C30 - 6C70 - (33) - Door? (Control?)
9C50 - 6C84 - (34) - Gate (Depotstr?)
9C70 - 6C98 - (35) - Steel Door?
9C90 - 6CAC - (36) - Blue Vile (Fac)
9CB0 - 6CBC - (37) - Beaker (Fac)
9CD0 - 6CCC - (38) - Vile Stand (Fac)
9CF0 - 6CDC - (39) - Land Mine (Str)
9D10 - 6CE8 - (3a) - Plant #2
9D30 - 6CF4 - (3b) - Plant #3
9D50 - 6D00 - (3c) - Plant #4
9D70 - 6D0C - (3d) - Plant #5
9D90 - 6D18 - (3e) - ?(game Freezes)
9DB0 - 6D28 - (3f) - (Title Screen???)
9DD0 - 6D34 - (0140) - City Street Block(CSB) #1
9DF0 - 6D48 - (41) - CSB #2
9E10 - 6D5C - (42) - CSB #3
9E30 - 6D70 - (43) - CSB #4
9E50 - 6D84 - (44) - CSB #5
9E70 - 6D98 - 0145 - Steel Garage Door (red)
9E90 - 6DAC - 0146 - Window Glass (glass pillar, egypt)
9EB0 - 6DB8 - 0147 - Piece Of Wall from temple (impassible)
9ED0 - 6DC8 - (48) - Shuttle! (Aztec)
9EF0 - 6DD4 - (49) - Steel Plate (Aztec)
9F10 - 6DE4 - (4a) - Steel Plate (Aztec)
9F30 - 6DF8 - (4b) - Small Steel Piece?
9F50 - 6E0C - (4c) - Computer Mainframe?
9F70 - 6E18 - 014d - White Flag On Stick?
9F90 - 6E20 - (014e) - Yellow Traffic Barrier (Str)
9FB0 - 6E2C - (4f) - Door Opener (Dam)
9FD0 - 6E38 - (50) - Door Opener? (Dam?)
9FF0 - 6E44 - (51) - Computer Console #20
A010 - 6E54 - (52) - Vile?
A030 - 6E64 - (53) - Stone Pillar? (Str?)
File diff suppressed because it is too large Load Diff
@@ -1,68 +0,0 @@
NTSC - North America only
Select the "Dr. No" cheat in your cheat folder to eliminate body armor in all stages.
"Dr. No (no BA multi)#8" .off
812AF254 4472
812AF256 2E20
812AF258 4E6F
812AF25A 0000
80069651 0001
8104EFBA 45C0
D00696A1 0001
8104EFBA 4AFC
PAL - Europe
Select the "Dr. No" cheat in your cheat folder to eliminate body armour in all stages.
"Dr. No (no BA multi)#8" .off
8129F3C8 4472
8129F3CA 2E20
8129F3CC 4E6F
8129F3CE 0000
80058591 0001
81047402 454C
D00585E1 0001
81047402 4A90
-------------
They've been tested now and do work on their respective regions. Let me explain how these work though.
First, this adds a cheat into the in-game "Cheat" menu called "Dr. No". When on, body armor/armour will not appear in either solo or multiplayer stages. When off, they still appear normally.
Also, this is an ASM (assembly) hack. What that means is that emulators don't like them. Most emulators won't allow the thing to work unless you either reset after activating the codes or activate the code before turning on the game. Why? Most emulators cache opcodes to increase performance, but that also means you can't edit or add in a few of your own. If you've ever had problems getting this or the new scenarios to work, that's probably why.
----------------------------
---------------------------- no ammo boxes (solo/multi)
----------------------------
If you don't want to be able to turn the cheats off in play, use this:
NTSC 8104EFB6 4AFC
PAL 810473FE 4A90
The ones below add a cheat into the in-game cheat menu you can toggle.
NTSC - North America only
Select the "Dr. No" cheat in your cheat folder to eliminate ammo boxes in all stages.
"Dr. No (no ammo boxes)#8" .off
812AF254 4472
812AF256 2E20
812AF258 4E6F
812AF25A 0000
80069651 0001
8104EFB6 4760
D00696A1 0001
8104EFB6 4AFC
PAL - Europe
Select the "Dr. No" cheat in your cheat folder to eliminate ammo boxes in all stages.
"Dr. No (no ammo boxes)#8" .off
8129F3C8 4472
8129F3CA 2E20
8129F3CC 4E6F
8129F3CE 0000
80058591 0001
810473FE 46FC
D00585E1 0001
810473FE 4A90
They've been tested now and do work on their respective regions. Let me explain how these work though.
First, this adds a cheat into the in-game "Cheat" menu called "Dr. No". When on, ammo boxes will not appear in either solo or multiplayer stages. When off, they still appear normally.
Also, this is an ASM (assembly) hack. What that means is that emulators don't like them. Most emulators won't allow the thing to work unless you either reset after activating the codes or activate the code before turning on the game. Why? Most emulators cache opcodes to increase performance, but that also means you can't edit or add in a few of your own. If you've ever had problems getting this or the new scenarios to work, that's probably why. You know, you should probably just assume nothing I write up works on emulators...
@@ -1,536 +0,0 @@
Viper187 & Delta FORCE
VALUES
8003 8005
75D0 5A60 - - 0000 double alarm
75F0 5A6C - - 0001 alarm
7610 5A78 - - 0002 white pyramid
7630 5A88 - - 0003 ammo box - brown
7650 5A98 - - 0004 ammo box - brown
7670 5AA8 - - 0005 ammo box - green
7690 5AB8 - - 0006 ammo box - green
76B0 5AC8 - - 0007 ammo box - green
76D0 5AD8 - - 0008 piece of Egyptian collumn
76F0 5AE0 - - 0009 desk blotter
7710 5AEC - - 000A red book
7730 5AF4 - - 000B full bookshelf
7750 5B04 - - 000C bridge console
7770 5B18 - - 000D bridge console
7790 5B2C - - 000E bridge console
77B0 5B40 - - 000F bridge console
77D0 5B54 - - 0010 bridge console
77F0 5B68 - - 0011 bridge console
7810 5B7C - - 0012 cardboard pistol ammo box
7830 5B88 - - 0013 cardboard pistol ammo box
7850 5B94 - - 0014 cardboard pistol ammo box
7870 5BA0 - - 0015 cardboard pistol ammo box
7890 5BB0 - - 0016 cardboard pistol ammo box
78B0 5BC0 - - 0017 cardboard pistol ammo box
78D0 5BD0 - - 0018 surveillance camera
78F0 5BD8 - - 0019 double screen console
7910 5BE4 - - 001A double screen console
7930 5BF0 - - 001B double screen console
7950 5BFC - - 001C console
7970 5C0C - - 001D console
7990 5C1C - - 001E console
79B0 5C2C - - 001F console
79D0 5C3C - - 0020 console
79F0 5C4C - - 0021 console
7A10 5C5C - - 0022 console
7A30 5C6C - - 0023 console
7A50 5C7C - - 0024 console
7A70 5C90 - - 0025 single screen consoles
7A90 5CA4 - - 0026 white table
7AB0 5CAC - - 0027 white table
7AD0 5CB4 - - 0028 Archives desk lamp
7AF0 5CC4 - - 0029 part of Aztec DAT box
7B10 5CD4 - - 002A other part of Aztec DAT box
7B30 5CE4 - - 002B two drawer white cabinet
7B50 5CF8 - - 002C jerry can
7B70 5D08 - - 002D computer keyboard
7B90 5D14 - - 002E 4 door & drawer bench
7BB0 5D24 - - 002F desk in-tray
7BD0 5D34 - - 0030 mainframe
7BF0 5D44 - - 0031 mainframe
7C10 5D54 - - 0032 chair
7C30 5D64 - - 0033 metal crate
7C50 5D74 - - 0034 metal crate
7C70 5D84 - - 0035 metal crate
7C90 5D94 - - 0036 ribbed steel box
7CB0 5DA4 - - 0037 model of Silo rocket
7CD0 5DB4 - - 0038 4 models in a row
7CF0 5DC4 - - 0039 oil drum
7D10 5DD0 - - 003A oil drum
7D30 5DDC - - 003B oil drum
7D50 5DE8 - - 003C oil drum
7D70 5DF4 - - 003D oil drum
7D90 5E00 - - 003E oil drum
7DB0 5E0C - - 003F padlock
7DD0 5E18 - - 0040 phone
7DF0 5E24 - - 0041 radio
7E10 5E34 - - 0042 radio
7E30 5E44 - - 0043 radio
7E50 5E54 - - 0044 radio
7E70 5E64 - - 0045 Silo goldeneye sattelite
7E90 5E74 - - 0046 Antenna dish from Dam
7EB0 5E80 - - 0047 small tape recorder
7ED0 5E8C - - 0048 wooden stool
7EF0 5E98 - - 0049 swivel chair
7F10 5EA8 - - 004A rack of 3 blue rockets
7F30 5EB8 - - 004B small television or monitor
7F50 5EC0 - - 004C hanging monitor rack
7F70 5ECC - - 004D wall monitor screen
7F90 5ED8 - - 004E wall monitor screen
7FB0 5EE4 - - 004F wooden crate
7FD0 5EF8 - - 0050 wooden crate
7FF0 5F0C - - 0051 wooden crate
8010 5F20 - - 0052 wooden crate
8030 5F34 - - 0053 wooden crate
8050 5F48 - - 0054 wooden crate
8070 5F5C - - 0055 Archives PP7 wooden table
8090 5F6C - - 0056 Floppy disc
80B0 5F7C - - 0057 blue & gold printed circuit cube
80D0 5F8C - - 0058 metal crate stack, 4x4
80F0 5F98 - - 0059 metal crate stack, 4x3
8110 5FA4 - - 005A metal crate stack, 4x2
8130 5FB0 - - 005B red button on vertical slab
8150 5FBC - - 005C small rocket
8170 5FC8 - - 005D Silo rocket, full size
8190 5FD0 - - 005E double console on castors
81B0 5FE4 - - 005F counter or bar
81D0 5FF4 - - 0060 locker set
81F0 6000 - - 0061 locker set
8210 600C - - 0062 ceiling drone gun
8230 6018 - - 0063 Frigate square pack rocket launcher, pointing down.
8250 6028 - - 0064 Frigate square pack rocket launcher, pointing up.
8270 6038 - - 0065 Frigate gun turret
8290 6044 - - 0066 Frigate rocket rack
82B0 6054 - - 0067 Runway rocket launcher
82D0 6064 - - 0068 window glass
82F0 6070 - - 0069 window lattice frame
8310 6084 - - 006A half size window lattice
8330 6098 - - 006B smaller lattice
8350 60A8 - - 006C Jungle big tree
8370 60B8 - - 006D Jungle palm
8390 60C0 - - 006E Jungle palm resprouting after loss of fronds
83B0 60CC - - 006F Jungle low shrub
83D0 60D8 - - 0070 shrunken Facility laboratory bench
83F0 60E4 - - 0071 Facility, Runway white rubbish bin
8410 60F0 - - 0072 set of 4 white bins
8430 6100 - - 0073 body armour
8450 6110 - - 0074 body armour
8470 6124 - - 0075 shrunken Facility gas tank
8490 6130 - - 0076 a glass
84B0 6140 - - 0077 train floor plate securing strips
84D0 614C - - 0078 Train brake controller
84F0 6158 - - 0079 ammo clip
8510 6164 - - 007A ammo clip
8530 6170 - - 007B ammo clip
8550 617C - - 007C ammo clip
8570 618C - - 007D ammo clip
8590 619C - - 007E ammo clip
85B0 61A8 - - 007F ammo clip
85D0 61B4 - - 0080 fire extinguisher
85F0 61C8 - - 0081 small box of shotgun shells
8610 61D8 - - 0082 gun clip
8630 61E4 - - 0083 small box of golden bullets
8650 61F4 - - 0084 magnum shells
8670 6204 - - 0085 pp7 ammo
8690 6210 - - 0086 ammo clip
86B0 621C - - 0087 Grey door with warning strips on it
86D0 6228 - - 0088 Silo Door - Arrow Left
86F0 6234 - - 0089 Beta Door
8710 6248 - - 008A Silo Door- Arrow Left
8730 625C - - 008B Clear Glass Door
8750 626C - - 008C silo Door - Arrow Up
8770 627C - - 008D Silo doors Corragated,With warning strips
8790 628C - - 008E Rusty Old Door
87B0 629C - - 008F Door With rust on it-double cross brace
87D0 62AC - - 0090 Metalic Blue Elevator Door - Silo
87F0 62C0 - - 0091 A different rusty old door
8810 62D0 - - 0092 Striped Blue door
8830 62E0 - - 0093 Blue door (With holes in it)
8850 62F0 - - 0094 striped blue door
8870 6300 - - 0095 Part of Runway Shutters
8890 6310 - - 0096 Blue corrugated door w/ Red and white diagonal lines
88B0 6320 - - 0097 Same but reversed
88D0 6330 - - 0098 Frigate normal door
88F0 6340 - - 0099 Same but with Keep clear on it
8910 6350 - - 009A Grey Door With blue stripe
8930 6364 - - 009B The grey door in Facility
8950 6378 - - 009C facility door
8970 638C - - 009D Plain Wood door
8990 63A0 - - 009E Facility Brown door
89B0 63B8 - - 009F Facility Bathroom Door
89D0 63CC - - 00A0 Clear Glass Door - From Labs in Facility
89F0 63E4 - - 00A1 Brown Wooden Door - Train
8A10 63F4 - - 00A2 Brown door with glass in it
8A30 6404 - - 00A3 Brown door with glass in it (Unbreakable)
8A50 6414 - - 00A4 Caverns Eye Door
8A70 6424 - - 00A5 Caverns Iris Door
8A90 6430 - - 00A6 Door from Huts on Surface
8AB0 6440 - - 00A7 Surface green door with glass in it
8AD0 6450 - - 00A8 Plain green door
8AF0 6460 - - 00A9 bunker outer door, Cradle Door
8B10 6474 - - 00AA Stone door w/ prints on it
8B30 6484 - - 00AB Sand door w/ prints on it
8B50 6494 - - 00AC Darker Stone door w/ prints on it
8B70 64A4 - - 00AD Light brown wood door
8B90 64B4 - - 00AE Egyptian Door
8BB0 64C4 - - 00AF Sand/Brown door
8BD0 64D4 - - 00B0 Blast Door - Control
8BF0 64E0 - - 00B1 Train Floor Plate
8C10 64EC - - 00B2 A different Blast Door - Control
8C30 64FC - - 00B3 Dam Blast Room Door
8C50 650C - - 00B4 Dam Mesh Door
8C70 651C - - 00B5 Blown Up door
8C90 652C - - 00B6 Stack/Basement Gate
8CB0 653C - - 00B7 Statue Gates
8CD0 654C - - 00B8 Soviet KF7
8CF0 6558 - - 00B9 Grenade Laucher
8D10 656C - - 00BA Throwing Knife
8D30 6578 - - 00BB Moonraker Laser
8D50 6584 - - 00BC AR33 Assault Rifle
8D70 6590 - - 00BD D5K
8D90 659C - - 00BE Cougar Magnum
8DB0 65A8 - - 00BF PP7
8DD0 65B4 - - 00C0 Shotgun
8DF0 65C4 - - 00C1 Klobb
8E10 65D4 - - 00C2 Phantom
8E30 65E4 - - 00C3 ZMG
8E50 65F0 - - 00C4 Grenade
8E70 6600 - - 00C5 RCP-90
8E90 660C - - 00C6 Briefcase
8EB0 661C - - 00C7 Remote Mine
8ED0 662C - - 00C8 Proximity Mine
8EF0 6640 - - 00C9 Timed Mine
8F10 6650 - - 00CA Rocket for rocket launcher
8F30 665C - - 00CB Grenade Launcher shot
8F50 6670 - - 00CC Silenced PP7
8F70 6680 - - 00CD Dostovei DD44
8F90 668C - - 00CE Silenced D5K
8FB0 669C - - 00CF Auto Shotgun
8FD0 66AC - - 00D0 Golden Gun
8FF0 66B8 - - 00D1 Hunting Knife
9010 66C8 - - 00D2 Sniper Rifle
9030 66DC - - 00D3 Rocket laucher
9050 66F0 - - 00D4 black hat
9070 66FC - - 00D5 black hat
9090 670C - - 00D6 black hat
90B0 671C - - 00D7 black hat
90D0 6728 - - 00D8 green hat
90F0 6738 - - 00D9 helmet
9110 6744 - - 00DA helmet
9130 6754 - - 00DB moonraker helmet
9150 6760 - - 00DC black hat
9170 676C - - 00DD blue special forces hat
9190 677C - - 00DE red special forces hat
91B0 678C - - 00DF officers hat
91D0 6798 - - 00E0 wrist dart
91F0 67A8 - - 00E1 explosive pen
9210 67BC - - 00E2 bombcase
9230 67CC - - 00E3 flare pistol
9250 67E0 - - 00E4 piton gun
9270 67F0 - - 00E5 finger gun
9290 6800 - - 00E6 silver pp7
92B0 6810 - - 00E7 gold pp7
92D0 6820 - - 00E8 dynamite
92F0 6830 - - 00E9 bungee
9310 683C - - 00EA door decoder
9330 6850 - - 00EB bomb defuser
9350 6864 - - 00EC bug detector
9370 6878 - - 00ED safe cracker case
9390 6890 - - 00EE camera
93B0 689C - - 00EF lock exploder
93D0 68B0 - - 00F0 door exploder
93F0 68C4 - - 00F1 briefcase laying down
9410 68DC - - 00F2 briefcase standing up
9430 68EC - - 00F3 yale key
9450 68FC - - 00F4 bolt key
9470 690C - - 00F5 covert modem/tracker bug
9490 6918 - - 00F6 small video camera with aerial
94B0 692C - - 00F7 floppy disc
94D0 6938 - - 00F8 goldeneye key
94F0 694C - - 00F9 polarized glasses
9510 6964 - - 00FA credit card
9530 6974 - - 00FB dark glasses
9550 6988 - - 00FC gas key ring
9570 6998 - - 00FD datathief
9590 69A8 - - 00FE safe without door
95B0 69B0 - - 00FF bomb
95D0 69B8 - - 0100 classified folder (game intro)
95F0 69C4 - - 0101 spy file
9610 69D4 - - 0102 start folder
9630 69E4 - - 0103 DAT
9650 69F8 - - 0104 bunker2 plans
9670 6A04 - - 0105 spool tape
9690 6A14 - - 0106 audio tape
96B0 6A24 - - 0107 microfilm
96D0 6A34 - - 0108 microcode
96F0 6A44 - - 0109 lectre
9710 6A50 - - 010A money
9730 6A5C - - 010B gold bar
9750 6A6C - - 010C heroin
9770 6A78 - - 010D red card
9790 6A88 - - 010E red dossier
97B0 6A98 - - 010F Bunker staff list
97D0 6AA8 - - 0110 credit card
97F0 6AB8 - - 0111 plastique
9810 6AC8 - - 0112 orange helicopter "black" box
9830 6AD8 - - 0113 cctv tape
9850 6AE8 - - 0114 Nintendo logo
9870 6AF8 - - 0115 Goldeneye logo
9890 6B08 - - 0116 Folder with royal crest in sky
98B0 6B18 - - 0117 Dam truck
98D0 6B24 - - 0118 jeep
98F0 6B2C - - 0119 red prime mover
9910 6B34 - - 011A brown helicopter
9930 6B44 - - 011B pirate helicopter
9950 6B4C - - 011C hound helicopter
9970 6B58 - - 011D soviet camouflage chopper
9990 6B60 - - 011E black trailer
99B0 6B70 - - 011F motorcycle
99D0 6B7C - - 0120 tank
99F0 6B84 - - 0121 amphibious vehicle
9A10 6B8C - - 0122 speedboat
9A30 6B98 - - 0123 Runway aeroplane
9A50 6BA0 - - 0124 wall mount drone gun
9A70 6BB0 - - 0125 safe door
9A90 6BBC - - 0126 Bunker2 key rack
9AB0 6BCC - - 0127 Bunker2 sliding glass door
9AD0 6BD8 - - 0128 Surface satellite dish, from top of building
9AF0 6BE4 - - 0129 arch sec door1
9B10 6BF4 - - 012A arch sec door2
9B30 6C04 - - 012B free standing drone gun
9B50 6C10 - - 012C Depot train door
9B70 6C20 - - 012D Streets small white car
9B90 6C2C - - 012E Streets small white car
9BB0 6C38 - - 012F Streets small white car
9BD0 6C44 - - 0130 Streets small red car
9BF0 6C50 - - 0131 Ouromov's car
9C10 6C5C - - 0132 shuttle vertical door with spikes
9C30 6C70 - - 0133 shuttle door r
9C50 6C84 - - 0134 red star on panel
9C70 6C98 - - 0135 shutters
9C90 6CAC - - 0136 beaker with blue
9CB0 6CBC - - 0137 beaker
9CD0 6CCC - - 0138 5 beaker set
9CF0 6CDC - - 0139 blue Streets mines
9D10 6CE8 - - 013A jungle bush
9D30 6CF4 - - 013B jungle bush
9D50 6D00 - - 013C jungle bush
9D70 6D0C - - 013D pointy jungle bush
9D90 6D18 - - 013E jungle tree
9DB0 6D28 - - 013F Goldeneye intro screen
9DD0 6D34 - - 0140 Streets roads and buildings
9DF0 6D48 - - 0141 Streets
9E10 6D5C - - 0142 Streets
9E30 6D70 - - 0143 Streets
9E50 6D84 - - 0144 Streets
9E70 6D98 - - 0145 roller door
9E90 6DAC - - 0146 Aztec vertical glass slider
9EB0 6DB8 - - 0147 Aztec first stone vert slider
9ED0 6DC8 - - 0148 Shuttle
9EF0 6DD4 - - 0149 girder within girder?
9F10 6DE4 - - 014A piece of concrete with two brass pipe chimneys
9F30 6DF8 - - 014B cube of rock
9F50 6E0C - - 014C mainframe with green bits on front
9F70 6E18 - - 014D flag tag flag
9F90 6E20 - - 014E road barrier
9FB0 6E2C - - 014F Dam screen for covert modem
9FD0 6E38 - - 0150 Dam sliding door activator
9FF0 6E44 - - 0151 standing console, no screen
A010 6E54 - - 0152 test tube
A030 6E64 - - 0153 solid stone cairn
Most objects are 3DCCCCCD or 3F800000 in size, although most values work.
HEADS (14H each)
8003 8005 WIDTH HEIGHT G HEAD
D410 6E80 * 3F800000 * 3F800000 /01 00 - 00 jungle commando
D430 6E8C * 3F800000 * 3F800000 /01 00 - 01 st. pete
D450 6E98 * 3F800000 * 3F800000 /01 00 - 02 rus. soldier
D470 6EA8 * 3F800000 * 3F800000 /01 00 - 03 rus. infantry
D490 6EB4 * 3F800000 * 3F800000 /01 00 - 04 janus sp. forces
D910 6EC0 * 3F800000 * 3F85B574 /01 00 - 05 Dinner Jacket
D4B0 6ECC * 3F800000 * 3F785F07 /01 01 - 06 boris
D4D0 6ED4 * 3F800000 * 3F89F55A /01 01 - 07 ouromov
D4F0 6EE0 * 3F800000 * 3F800000 /01 01 - 08 trevelian
D510 6EEC * 3F800000 * 3F800000 /01 01 - 09 006
D530 6EFC * 3F800000 * 3F6EB1C4 /01 01 - 0a valentine
D550 6F08 * 3F800000 * 3F800000 /00 01 - 0b xenia
D570 6F10 * 3F800000 * 3F800000 /01 01 - 0c samedi
D590 6F20 * 3F800000 * 3F9978D5 /01 01 - 0d jaws
D5B0 6F28 * 3F800000 * 3F800000 /00 01 - 0e mayday
D5D0 6F34 * 3F800000 * 3F49AD43 /01 01 - 0f oddjob
D5F0 6F40 * 3F800000 * 3F775254 /00 01 - 10 natalya
D610 6F4C * 3F800000 * 3F800000 /01 00 - 11 janus marine
D630 6F5C * 3F800000 * 3F800000 /01 00 - 12 rus. commander
D650 6F68 * 3F800000 * 3F800000 /01 00 - 13 siberian
D670 6F78 * 3F800000 * 3F800000 /01 00 - 14 naval
D690 6F84 * 3F800000 * 3F800000 /01 01 - 15 siberian special forces
D890 6F90 * 3F800000 * 3F85288D /01 00 - 16 Bond Boiler Suit
D8B0 6FA0 * 3F800000 * 3F876C8B /01 00 - 17 Bond Blue Suit
D8D0 6FAC * 3F800000 * 3F859B3D /01 00 - 18 Bond Jungle Suit
D8F0 6FBC * 3F800000 * 3F859B3D /01 00 - 19 Bond Snowsuit
D6B0 6FC8 * 3F800000 * 3F62A305 /00 00 - 1a Skirt
D6D0 6FD4 * 3F800000 * 3F62A305 /00 00 - 1b Cleaning Staff
D6F0 6FE4 * 3F800000 * 3F6A7EFA /00 00 - 1c Scientist Female
D710 6FF0 * 3F800000 * 3F62A305 /00 00 - 1d civilian female
D730 6FFC * 3F800000 * 3F800000 /01 00 - 1e grey suit
D750 7008 * 3F800000 * 3F800000 /01 00 - 1f blue civilian
D770 7014 * 3F800000 * 3F800000 /01 00 - 20 red civilian
D790 7020 * 3F800000 * 3F800000 /01 00 - 21 blue vested civilian
D7B0 702C * 3F800000 * 3F800000 /01 00 - 22 purple civilian
D7D0 7038 * 3F800000 * 3F800000 /01 00 - 23 scientist male
D7F0 7044 * 3F800000 * 3F800000 /01 01 - 24 Helicopter Pilot
D810 704C * 3F800000 * 3F800000 /01 00 - 25 Siberian
D830 705C * 3F800000 * 3F800000 /01 00 - 26 arctic commando
D850 706C * 3F800000 * 3F800000 /01 00 - 27 Moonraker
D870 7078 * 3F800000 * 3F62A305 /00 00 - 28 Moonraker Fem.
D930 7088/3bd8 * 3DCCCCCD * 3F800000 /01 00 - 29 left arm 800336F4
D950 7098 * 3F800000 * 3F800000 /01 01 - 2A Karl
D970 70A4 * 3F800000 * 3F800000 /01 01 - 2B Alan
D990 70B0 * 3F800000 * 3F800000 /01 01 - 2C Pete
D9B0 70BC * 3F800000 * 3F800000 /01 01 - 2D Martin
D9D0 70CC * 3F800000 * 3F800000 /01 01 - 2E Mark
D9F0 70D8 * 3F800000 * 3F800000 /01 01 - 2F Duncan
DA30 70E8 * 3F800000 * 3F800000 /01 01 - 30 Shaun
DA50 70F4 * 3F800000 * 3F800000 /01 01 - 31 Wayne
DA10 7104 * 3F800000 * 3F800000 /01 01 - 32 B
DA70 710C * 3F800000 * 3F800000 /01 01 - 33 Dave
DA90 7118 * 3F800000 * 3F800000 /01 01 - 34 Grant
DAB0 7124 * 3F800000 * 3F800000 /01 01 - 35 Des
DAD0 7130 * 3F800000 * 3F800000 /01 01 - 36 Chris
DAF0 713C * 3F800000 * 3F800000 /01 01 - 37 Lee
DB10 7148 * 3F800000 * 3F800000 /01 01 - 38 Neil
DB30 7154 * 3F800000 * 3F800000 /01 01 - 39 Jim
DB50 7160 * 3F800000 * 3F800000 /01 01 - 3A Robin
DB70 716C * 3F800000 * 3F800000 /01 01 - 3B Steve H.
DB90 717C * 3F800000 * 3F800000 /01 01 - 3C Terrorist
DBB0 718C * 3F800000 * 3F800000 /01 01 - 3D Biker
DBD0 7198 * 3F800000 * 3F800000 /01 01 - 3E Graham
DBF0 71A8 * 3F800000 * 3F800000 /01 01 - 3F Steve E.
DC10 71B8 * 3F800000 * 3F800000 /01 01 - 40 Joel
DC30 71C4 * 3F800000 * 3F800000 /01 01 - 41 Scott
DC50 71D0 * 3F800000 * 3F800000 /01 01 - 42 Joe
DC70 71DC * 3F800000 * 3F800000 /01 01 - 43 Ken
DC90 71E8 * 3F800000 * 3F800000 /01 01 - 44 Joe2
DCB0 71F4 * 3F800000 * 3F800000 /01 01 - 45 Mishkin
DCD0 7204 * 3F800000 * 3F800000 /00 01 - 46 Sally
DCF0 7210 * 3F800000 * 3F800000 /00 01 - 47 Marion
DD10 7220 * 3F800000 * 3F800000 /00 01 - 48 Mandy
DD30 722C * 3F800000 * 3F800000 /00 01 - 49 Vivien
DD50 723C * 3F800000 * 3F800000 /01 01 - 4A Brosnan Boiler
DD70 7250 * 3F800000 * 3F800000 /01 01 - 4B Brosnan Suit
DD90 7264 * 3F800000 * 3F800000 /01 01 - 4C Brosnan Jungle
DDB0 7278 * 3F800000 * 3F800000 /01 01 - 4D Brosnan Snow
DDD0 728C * 3F800000 * 3F800000 /01 01 - 4E Brosnan
DDF0 729C * 3F733333 * 3F775254 /00 01 - 4F Natalya jungle suit
the 8003 address...
gets filled on actual load. address appears after pointer to image location
pointer | address (body) | pointer | type . # parts?
float...| tables. images | pointer | -
hand/watch inventory
chart at 80033950 or something
33924 (38) to 4cd4?
8003: 8005:
c7c0 37b4 80032654 pp7
c7e0 37bc 800326c4 silent pp7
c800 37c8 80032734 dd44
c820 37D0 800327A4 Klobb
c840 37DC 80032814 KF7
c860 37E4 80032884 ZMG
c880 37EC 800328F4 D5K
c8a0 37F4 80032964 D5K (Silenced)
c8c0 380C 80032A44 AR33
c8e0 3814 80032AB4 RC-P90
c900
c920 3844 80032C74 Magnum
c940 384C 80032CE4 Golden Gun
c960 381C 80032B24 Shotgun
c980 3828 80032B94 Autoshotgun
c9a0 388C 80032F14 Grenade Launcher
c9c0 3800 800329D4 Phantom
c9e0 3874 80032E34 Laser
ca00 389C 80032F84 Rocket Launcher
ca20 379C 80032574 Hunting Knives
ca40 37a4 800325e4 throwing knives
ca60 38F0 80033224 Tazer
ca80 38D4 80033144 Remote Mines
caa0 38C4 800330D4 Proximity Mines
cac0 38B8 80033064 Timed Mines
cae0 38E4 800331B4 Detonator
cb00 38AC 80032FF4 Grenades
cb20 3794 80032504 fist
cb40 3834 80032c04 sniper rifle
cb60 3760 GcartridgeZ spent 9mm ammo casings
cb80 376c GcartrifleZ spent rifle ammo casings
cba0 3778 GcartblueZ some kind of ammo...
cbc0 3784 GcartshellZ spent shotgun round?
cbe0 3be8 80033764 joypad (N64 controller in options)
cc00
cc20
cc40 38F8 80033304 Bombcase
cc60 3910 800333E4 Flare Pistol
cc80 3920 80033454 Piton Gun
cca0
ccc0 3858 80032D54 Silver PP7
cce0 3868 80032DC4 Golden PP7
cd00
cd20 392c bungee
cd40 3938 door decoder
cd60 3948 bomb defuser
cd80 39e0 bug detector
cda0 39a0 safe cracker
cdc0 3958 80033684 Camera
cde0 3964 Lock Exploder
ce00 3974 Door Exploder
ce20 39b4 key anaylizer
ce40 3990 weapon case
ce60 3bb4 card key
ce80 3bc0 yale key
cea0 3bcc bolt key
cec0 39c8 800334c4 bug
cee0 39d0 80033534 micro camera
cf00 39f0 explosive floppy
cf20 3ac0 80033614 goldeneye key
cf40 3a04 polarized glasses
cf60 3a28 credit card
cf80 3a18 dark glasses
cfa0 3a54 watch identifier
cfc0 3a68 watch communicator
cfe0 387c 80032ea4 watch laser
d000 3a7c watch geiger counter
d020 3a94 watch magnet repel
d040 3aa8 800335a4 watch magnet attract
d060 3a38 gaskeyring
d080 3a48 datatheif
d0a0 3984 briefcase
d0c0 3ad0 black box
d0e0 3904 80033374 plastique
d100 3b4c video tape
d120 3aec clipboard
d140 3af8 staff list
d160 3b04 dossier
d180 3b40 audio tape
d1a0 3b58 DAT tape
d1c0 3b14 plans
d1e0 3b1c spyfile
d200 3b28 blueprints
d220 3adc circuitboard
d240 3b38 map
d260 3b64 spooltape
d280 3b70 microfilm
d2a0 3b7c microcode
d2c0 3b88 lectre
d2e0 3b94 money
d300 3b9c gold bar
d320 3ba8 heroin
92 entries- weapons? loads the spent ammo shells...
check load words: 80053760-3bf4
@@ -1,350 +0,0 @@
GoldenEye 007
C:CODE DESCRIPTION|CODE|CREATOR|NOTE
EX: C:Infinite Health|80124FAC 004F|Awesome Hacker|Only works in single player
versus info at 8003a228. Ch per object.
8003,75d0|8005,5a60|3dcc,cccd
prior object line
object load
size
0000 Palarm1Z double alarm
0001 Palarm2Z alarm [05]
0002 PexplosionbitZ white pyramid
0003 Pammo_crate1Z ammo box - light brown [14]
0004 Pammo_crate2Z ammo box - brown [14]
0005 Pammo_crate3Z ammo box - green [14]
0006 Pammo_crate4Z ammo box - green + white text[14]
0007 Pammo_crate5Z ammo box - green double-brace[14]
0008 Pbin1Z piece of Egyptian collumn
0009 Pblotter1Z desk blotter
000A Pbook1Z red book
000B Pbookshelf1Z full bookshelf
000C Pbridge_console1aZ bridge console W/ Keyboard
000D Pbridge_console1bZ bridge console, controls on right
000E Pbridge_console2aZ bridge console W/ Keyboard
000F Pbridge_console2bZ bridge console, 3 controls
0010 Pbridge_console3aZ bridge console W/ Keyboard
0011 Pbridge_console3bZ bridge console, keyboard on Left
0012 Pcard_box1Z cardboard box, Kapto|enb [03]
0013 Pcard_box2Z cardboard box,red arrow, BaHko [03]
0014 Pcard_box3Z cardboard box, scrawled text, baHaH [03]
0015 Pcard_box4_lgZ cardboard box, three seams [03]
0016 Pcard_box5_lgZ cardboard box, 4 seams, arrow, baHaH [03]
0017 Pcard_box6_lgZ cardboard box, dark Arrow, BaHko [03]
0018 PcctvZ surveillance camera [06]
0019 Pconsole1Z double screen console [0B]
001A Pconsole2Z double screen console [0B]
001B Pconsole3Z double screen console [0B]
001C Pconsole_sevaZ console W/ Keyboard
001D Pconsole_sevbZ console, keyboard + monitor
001E Pconsole_sevcZ console
001F Pconsole_sevdZ console
0020 Pconsole_sev2aZ console [03]
0021 Pconsole_sev2bZ console(monitor, keyboard, controls) [0A]
0022 Pconsole_sev2cZ console [03]
0023 Pconsole_sev2dZ console [16]
0024 Pconsole_sev_GEaZ 24 [03]
0025 Pconsole_sev_GEbZ controls only
0026 Pdesk1Z desk W/ Kickplate [03]
0027 Pdesk2Z white table [03]
0028 Pdesk_lamp2Z Archives desk lamp
0029 Pdisc_readerZ part of Aztec DAT box
002A Pdisk_drive1Z other part of Aztec DAT box
002B Pfiling_cabinet1Z two drawer white cabinet [03]
002C Pjerry_can1Z jerry can
002D Pkeyboard1Z computer keyboard [03]
002E Pkit_units1Z 4 door & drawer bench [03]
002F Pletter_tray1Z desk in-tray
0030 Pmainframe1Z mainframe [03]
0031 Pmainframe2Z mainframe [03]
0032 Pmetal_chair1Z chair [03]
0033 Pmetal_crate1Z metal crate,6 top corner [03]
0034 Pmetal_crate2Z metal crate,6 bottom corner [03]
0035 Pmetal_crate3Z metal crate,skull & crossbones [03]
0036 Pmetal_crate4Z ribbed steel box
0037 Pmissile_rackZ small missle in rack
0038 Pmissile_rack2Z 4 models in a row
0039 Poil_drum1Z oil drum,single stripe - ribbed [03]
003A Poil_drum2Z oil drum,single stripe - ribbed + crossbones [03]
003B Poil_drum3Z oil drum,single stripe - ribbed + hazard [03]
003C Poil_drum5Z oil drum,double striped - hazard [03]
003D Poil_drum6Z oil drum,hazard [03]
003E Poil_drum7Z oil drum,double dashes - crossbones [03]
003F PpadlockZ padlock
0040 Pphone1Z phone
0041 Pradio_unit1Z radio tuner[03]
0042 Pradio_unit2Z radio tuner 2[03]
0043 Pradio_unit3Z radio tuner w/ knobs[03]
0044 Pradio_unit4Z radio tuner w/ knobs. higher Frequency[03]
0045 Psat1_reflectZ enlarged Silo goldeneye sattelite
0046 PsatdishZ Antenna dish from Dam [03]
0047 PsatboxZ small tape recorder or remote control?
0048 Pstool1Z wooden stool
0049 Pswivel_chair1Z swivel chair [03]
004A Ptorpedo_rackZ rack of 3 blue rockets
004B Ptv1Z small television or monitor [0A]
004C Ptv_holderZ hanging monitor rack [0C]
004D PtvscreenZ wall monitor screen [0A]
004E Ptv4screenZ wall monitor screen [0A]
004F Pwood_lg_crate1Z wooden crate [03]
0050 Pwood_lg_crate2Z wooden crate [03]
0051 Pwood_md_crate3Z wooden crate [03]
0052 Pwood_sm_crate4Z wooden crate [03]
0053 Pwood_sm_crate5Z wooden crate [03]
0054 Pwood_sm_crate6Z wooden crate [03]
0055 Pwooden_table1Z Archives PP7 wooden table [03]
0056 Pswipe_card2Z Floppy disc
0057 Pborg_crateZ blue & gold printed circuit cube
0058 Pboxes4x4Z metal crate stack, 4x4
0059 Pboxes3x4Z metal crate stack, 4x3
005A Pboxes2x4Z metal crate stack, 4x2
005B Psec_panelZ red button on vertical slab (enlarged?)
005C PICBM_noseZ small rocket
005D PICBMZ Silo rocket, full size (one of the biggest items!)
005E Ptuning_console1Z double console on castors
005F Pdesk_arecibo1Z counter or bar
0060 Plocker3Z locker set [03]
0061 Plocker4Z locker set [03]
0062 ProofgunZ ceiling drone gun [0D]
0063 Pdest_engineZ Frigate Engine.
0064 Pdest_exocetZ Frigate square pack rocket launcher, pointing up.
0065 Pdest_gunZ Frigate gun turret
0066 Pdest_harpoonZ Frigate rocket rack
0067 Pdest_seawolfZ Runway rocket launcher [03]
0068 PwindowZ window glass [2A & 2F]
0069 Pwindow_lib_lg1Z window lattice frame
006A Pwindow_lib_sm1Z half size window lattice
006B Pwindow_cor11Z smaller lattice
006C Pjungle3_treeZ Jungle big tree (another whopper, best viewed on Dam) [03]
006D PpalmZ Jungle palm [03]
006E PpalmtreeZ Jungle palm resprouting after loss of fronds [03]
006F Pplant2bZ Jungle low shrub [03]
0070 PlabbenchZ shrunken Facility laboratory bench
0071 PgasbarrelZ Facility, Runway white rubbish bin
0072 PgasbarrelsZ set of 4 white bins [03]
0073 PbodyarmourZ body armour [15]
0074 PbodyarmourvestZ body armour [15]
0075 PgastankZ shrunken Facility gas tank
0076 Pglassware1Z a glass
0077 PhatchboltZ train floor plate securing strips [03]
0078 PbrakeunitZ Train brake controller [03]
0079 Pak47magZ gun magazine [07]
007A Pm16magZ gun magazine [07]
007B Pmp5kmagZ gun magazine [07]
007C PskorpionmagZ gun magazine [07]
007D PspectremagZ gun magazine [07]
007E PuzimagZ gun magazine [07]
007F PsilencerZ silencer [07]
0080 PchrextinguisherZ fire extinguisher
0081 PboxcartridgesZ small box bullets
0082 Pfnp90magZ rolled up newspaper?
0083 PgoldenshellsZ small box bullets
0084 PmagnumshellsZ
0085 PwppkmagZ
0086 Ptt33magZ ammo clip [07]
0087 Psev_doorZ Grey door with warning strips on it [01]
0088 Psev_door3Z Silo Door - Arrow Left [01]
0089 Psev_door3_windZ Wierd Beta Door (Flashes) [01]
008A Psev_door4_windZ Silo Door (Again) - Arrow Left [01]
008B Psev_trislideZ Clear Glass Door [01]
008C Psev_door_v1Z A diffent silo Door - Arrow Up [03]
008D Psteel_door1Z The silver Silo doors (Corragated,With warning strips) [01]
008E Psteel_door2Z Rusty Old Door [01]
008F Psteel_door3Z Door With rust on it-double cross brace (Archives) [01]
0090 Psilo_lift_doorZ Metalic Blue Elevator Door - Silo [01]
0091 Psteel_door2bZ A different rusty old door [01]
0092 Pdoor_roller1Z Stripey Blue door [01]
0093 Pdoor_roller2Z Blue door (With holes in it) [01]
0094 Pdoor_roller3Z Same [01]
0095 Pdoor_roller4Z Part of Runway Shutters [01]
0096 Pdoor_st_arec1Z Blue corrugated door w/ Red and white diagonal lines [01]
0097 Pdoor_st_arec2Z Same but reversed [01]
0098 Pdoor_dest1Z Silo normal door (Grey With indents in) [01]
0099 Pdoor_dest2Z Same but with Keep clear on it [01]
009A Pgas_plant_sw_do1Z Grey Door With blue stripe - Very cool [01]
009B Pgas_plant_sw2_do1Z The grey door in Facility [01]
009C Pgas_plant_sw3_do1Z Same [01]
009D Pgas_plant_sw4_do1Z Plain Wood door (looks like Sand) [01]
009E Pgas_plant_met1_do1Z Facility Normal (Big Brown ones) [01]
009F Pgas_plant_wc_cub1Z Facility Bathroom Door [01]
00A0 Pgasplant_clear_doorZ Clear Glass Door - From Labs in Facility [01]
00A1 Ptrain_doorZ Brown Wooden Door - Train [01]
00A2 Ptrain_door2Z Brown door with glass in it [01]
00A3 Ptrain_door3Z Brown door with glass in it (Unbreakable) [01]
00A4 Pdoor_eyelidZ Very wierd door that goes up and down [01]
00A5 Pdoor_irisZ Water Caverns Door [01]
00A6 PsevdoorwoodZ Door from Huts on Surface [01]
00A7 PsevdoorwindZ Wierd green door with glass in it [01]
00A8 PsevdoornowindZ Plain green door [01]
00A9 PsevdoormetslideZ bunker outer door, Cradle Door [01]
00AA Pcryptdoor1aZ Stone door w/ prints on it [01]
00AB Pcryptdoor1bZ Sand door w/ prints on it [01]
00AC Pcryptdoor2aZ Darker Stone door w/ prints on it [01]
00AD Pcryptdoor2bZ Light brown wood door [01]
00AE Pcryptdoor3Z Egyptian Door [01]
00AF Pcryptdoor4Z Sand/Brown door [01]
00B0 PvertdoorZ Blast Door - Control [01]
00B1 PhatchdoorZ Train Floor Plate [01]
00B2 PdamgatedoorZ A different Blast Door - Control [01]
00B3 PdamtundoorZ Dam Blast Room Door [01]
00B4 PdamchaindoorZ Dam Mesh Door [01]
00B5 PsilotopdoorZ Blown Up door [01]
00B6 Pdoorprison1Z Stack/Basement Gate [01]
00B7 PdoorstatgateZ Statue Gates [01]
00B8 PchrkalashZ Soviet KF7 [08]
00B9 PchrgrenadelaunchZ Grenade Laucher [08]
00BA PchrknifeZ Throwing Knife [08]
00BB PchrlaserZ Moonraker Laser [08]
00BC Pchrm16Z AR33 Assault Rifle [08]
00BD Pchrmp5kZ D5K [08]
00BE PchrrugerZ Cougar Magnum [08]
00BF PchrwppkZ PP7 [08]
00C0 PchrshotgunZ Shotgun [08]
00C1 PchrskorpionZ Klobb [08]
00C2 PchrspectreZ Phantom [08]
00C3 PchruziZ ZMG [08]
00C4 PchrgrenadeZ Grenade [08]
00C5 Pchrfnp90Z RCP-90 [08]
00C6 PchrbriefcaseZ Briefcase [08]
00C7 PchrremotemineZ Remote Mine [08]
00C8 PchrproximitymineZ Proximity Mine [08]
00C9 PchrtimedmineZ Timed Mine [08]
00CA PchrrocketZ Rocket [08]
00CB PchrgrenaderoundZ Grenade Launcher shot [08]
00CC PchrwppksilZ Silenced PP7 [08]
00CD Pchrtt33Z Dostovei DD44 [08]
00CE Pchrmp5ksilZ Silenced D5K [08]
00CF PchrautoshotZ Auto Shotgun [08]
00D0 PchrgoldenZ Golden Gun [08]
00D1 PchrthrowknifeZ Hunting Knife [08]
00D2 PchrsniperrifleZ Sniper Rifle [08]
00D3 PchrrocketlaunchZ Rocket laucher [08]
00D4 PhatfurryZ black hat [11]
00D5 PhatfurrybrownZ black hat [11]
00D6 PhatfurryblackZ black hat [11]
00D7 PhattbirdZ black hat [11]
00D8 PhattbirdbrownZ green hat [11]
00D9 PhathelmetZ helmet [11]
00DA PhathelmetgreyZ helmet [11]
00DB PhatmoonZ moonraker helmet [11]
00DC PhatberetZ black hat [11]
00DD PhatberetblueZ blue special forces hat [11]
00DE PhatberetredZ red special forces hat [11]
00DF PhatpeakedZ officers hat [11]
00E0 PchrwristdartZ BETA
00E1 PchrexplosivepenZ BETA
00E2 PchrbombcaseZ Briefcase lying down
00E3 PchrflarepistolZ BETA pickup
00E4 PchrpitongunZ BETA pickup
00E5 PchrfingergunZ BETA pickup
00E6 PchrsilverwppkZ BETA pickup
00E7 PchrgoldwppkZ BETA pickup
00E8 PchrdynamiteZ BETA pickup
00E9 PchrbungeeZ BETA pickup
00EA PchrdoordecoderZ Keypad
00EB PchrbombdefuserZ Buttons, Switches, and Display
00EC PchrbugdetectorZ BETA pickup
00ED PchrsafecrackercaseZ briefcase lying down
00EE PchrcameraZ push-advance camera
00EF PchrlockexploderZ BETA pickup
00F0 PchrdoorexploderZ BETA pickup
00F1 PchrkeyanalysercaseZ briefcase laying down
00F2 PchrweaponcaseZ briefcase standing up
00F3 PchrkeyyaleZ yale key [04]
00F4 PchrkeyboltZ bolt key [04]
00F5 PchrbugZ covert modem/tracker bug
00F6 PchrmicrocameraZ small video camera with aerial
00F7 PfloppyZ floppy disc
00F8 PchrgoldeneyekeyZ goldeneye key [08]
00F9 PchrpolarizedglassesZ sunglasses
00FA PchrcreditcardZ BETA pickup
00FB PchrdarkglassesZ BETA pickup
00FC PchrgaskeyringZ triangular shaped thing
00FD PchrdatathiefZ circuitboard with dealie
00FE PsafeZ safe without door [2B]
00FF PbombZ BETA pickup
0100 PchrplansZ classified folder (game intro)
0101 PchrspyfileZ BETA pickup
0102 PchrblueprintsZ Pirate prints
0103 PchrcircuitboardZ circuitboard
0104 PchrmapZ bunker2 plans
0105 PchrspooltapeZ BETA pickup
0106 PchraudiotapeZ audiotape
0107 PchrmicrofilmZ BETA pickup
0108 PchrmicrocodeZ BETA pickup
0109 PchrlectreZ BETA pickup
010A PchrmoneyZ BETA pickup
010B PchrgoldbarZ BETA pickup
010C PchrheroinZ BETA pickup
010D PchrclipboardZ red card
010E PchrdossierredZ red dossier [03]
010F PchrstafflistZ Bunker staff list [03]
0110 PchrdattapeZ DAT
0111 PchrplastiqueZ plastique
0112 PchrblackboxZ orange helicopter "black" box
0113 PchrvideotapeZ cctv tape [03]
0114 PnintendologoZ Nintendo logo
0115 PgoldeneyelogoZ Goldeneye logo
0116 PwalletbondZ Folder with royal crest in sky [07]
0117 PmiltruckZ Dam truck [27]
0118 PjeepZ jeep [27]
0119 ParticZ red prime mover [28]
011A PhelicopterZ brown helicopter [28]
011B PtigerZ pirate helicopter [28]
011C PmilcopterZ hound helicopter [28]
011D PhindZ soviet camouflage chopper [28]
011E PartictrailerZ black trailer [07]
011F PmotorbikeZ motorcycle [07]
0120 PtankZ tank [2D]
0121 PapcZ amphibious vehicle [07]
0122 PspeedboatZ speedboat [07]
0123 PplaneZ Runway aeroplane [28]
0124 Pgun_runway1Z wall mount drone gun [0D when working, or 0C just to appear]
0125 PsafedoorZ safe door [01]
0126 Pkey_holderZ Bunker2 key rack [03]
0127 PhatchsevxZ Bunker2 sliding glass door
0128 PsevdishZ Surface satellite dish, from top of building [28]
0129 Parchsecdoor1Z
012A Parchsecdoor2Z
012B PgroundgunZ free standing drone gun [0D]
012C PtrainextdoorZ Depot train door
012D PcarbmwZ Streets small white car
012E PcarescortZ Streets small white car
012F PcargolfZ Streets small white car
0130 PcarweirdZ Streets small red car
0131 PcarzilZ Ouromov's car [27]
0132 Pshuttle_door_lZ vertical door with spikes
0133 Pshuttle_door_rZ
0134 Pdepot_gate_entryZ red star on panel
0135 Pdepot_door_steelZ shutters
0136 Pglassware2Z beaker with blue
0137 Pglassware3Z erlenmeyer
0138 Pglassware4Z 5 beaker set
0139 PlandmineZ blue Streets mines
013A Pplant1Z jungle bush
013B Pplant11Z jungle bush
013C Pplant2Z jungle bush
013D Pplant3Z pointy jungle bush
013E Pjungle5_treeZ
013F PlegalpageZ Goldeneye intro screen
0140 Pst_pete_room_1iZ Streets roads and buildings
0141 Pst_pete_room_2iZ Streets
0142 Pst_pete_room_3tZ Streets
0143 Pst_pete_room_5cZ Streets
0144 Pst_pete_room_6cZ Streets
0145 Pdoor_rollertrainZ roller door
0146 Pdoor_winZ Aztec vertical glass slider
0147 Pdoor_aztecZ Aztec first stone vert slider
0148 PshuttleZ Shuttle
0149 Pdoor_azt_deskZ girder within girder?
014A Pdoor_azt_desk_topZ piece of concrete with two brass pipe chimneys
014B Pdoor_azt_chairZ cube of rock
014C Pdoor_mfZ mainframe door from Aztec
014D PflagZ flag tag flag
014E PbarricadeZ road barrier
014F PmodemboxZ Dam screen for covert modem [0A]
0150 PdoorpanelZ Dam sliding door activator [0B]
0151 PdoorconsoleZ standing console, no screen
0152 PchrtesttubeZ flare? lipstick?
0153 PbollardZ solid stone cairn
@@ -1,9 +0,0 @@
"Enable All Players (PAL)"
81056DD0 8008
81056DD2 8EA0
D1026A72 0002
81056DD2 E380
D1026A72 0003
81056DD2 B910
@@ -1,115 +0,0 @@
ladder (40 lines)
811b127a 2724
811b180a 272c
801b4b2f 001a
811b4b30 3333
811b4b32 4013
811b4b34 ffd1
811b4b36 fc85
811b4b38 0479
811b4b3a 0000
811b4b3c ffd1
811b4b3e fc67
811b4b40 0479
811b4b42 272c
811b4b44 000b
811b4b46 fc67
811b4b48 0479
811b4b4a 0000
811b4b4c 000b
811b4b4e fc85
811b4b50 0479
811b4b52 200a
801b4b6f 0019
811b4b70 3333
811b4b72 4013
811b4b74 000b
811b4b76 fc67
811b4b78 0479
811b4b7a 2724
811b4b7c ffd1
811b4b7e fc67
811b4b80 0479
811b4b82 0000
811b4b84 ffd2
811b4b86 fbd6
811b4b88 047f
811b4b8a 20be
811b4b8c 0009
811b4b8e fbd6
811b4b90 047f
811b4b92 0000
vents (66 lines)
811b1e4a 21ea
811b2162 4013
811b2164 fee8
811b2166 fc08
811b2168 0528
811b216a 0000
811b2172 2186
811b217c fee8
811b217e fc08
811b2180 04e8
811b2182 271c
801b4aef 0016
811b4af0 1333
811b4af2 4013
811b4af4 fdc0
811b4af6 fc08
811b4af8 04e8
811b4afa 2714
811b4afc fe12
811b4afe fc08
811b4b00 0528
811b4b04 fee8
811b4b06 fc08
811b4b08 0528
811b4b0a 21ea
811b4b0c fee8
811b4b0e fc08
811b4b10 04e8
811b4b12 0000
801b4aaf 0016
811b4ab0 1333
811b4ab2 4013
811b4ab4 fe12
811b4ab6 fc08
811b4ab8 0528
811b4aba 271c
811b4abc fdc0
811b4abe fc08
811b4ac0 04e8
811b4ac4 fdc0
811b4ac6 fc08
811b4ac8 0560
811b4aca 270c
811b4acc fe12
811b4ace fc08
811b4ad0 0560
811b4ad2 0000
801b4a6f 0017
811b4a72 6024
811b4a74 fe3e
811b4a78 0610
811b4a7a 0000
811b4a7c fe3e
811b4a80 0560
811b4a84 fe12
811b4a88 0560
811b4a8a 2714
811b4a8c fdc0
811b4a8e fbea
811b4a90 0560
811b4a92 0000
811b4a94 fd86
811b4a98 0560
811b4a9c fd86
811b4aa0 0610
811b4aa2 0000
@@ -1,433 +0,0 @@
sniper sight all guns
8100C0F4 0801
8100C0F6 8080
81060200 AFA4
81060202 0000
81060204 3C02
81060206 8008
81060208 8C42
8106020A 9EE0
8106020C 8042
8106020E 0873
81060210 241B
81060212 0070
81060214 005B
81060216 0019
81060218 0000
8106021A D812
8106021C 277B
8106021E FF90
81060220 3C0F
81060222 8003
81060224 25EF
81060226 2538
81060228 01FB
8106022A 7821
8106022C 3C1B
8106022E 8006
81060230 8762
81060232 7CA4
81060234 240E
81060236 0018
81060238 85F8
8106023A 0000
8106023C 504E
8106023E 0001
81060240 2718
81060242 FFFF
81060244 240E
81060246 0014
81060248 504E
8106024A 0001
8106024C 2718
8106024E 0001
81060250 2B1B
81060252 2000
81060254 5760
81060256 0001
81060258 2418
8106025A 4270
8106025C 0800
8106025E 303F
81060260 A5F8
81060262 0000
gun mod codes
.. .. .. .. QQ QQ QQ QQ
XX XX XX XX YY YY YY YY
ZZ ZZ ZZ ZZ P1 P1 P1 P1
P2 P2 P2 P2 P3 P3 P3 P3
GG GG GG GG CC CC .. SS
TT UU WW WW RR RR RR RR
DD DD DD DD II II II II
ZZ ZZ ZZ ZZ A1 A1 A1 A1
A2 A2 A2 A2 HH HH HH HH
** ** ** ** FF FF FF FF
OO OO OO OO BB BB BB BB
LL LL LL LL .. .. .. ..
.. .. .. .. .. .. .. ..
.. .. .. .. .. .. .. ..
Key:
Q = Distance of gun flash from the end of the barrel (IEEE format)
X, Y, and Z = distance guns appear on the screen from the
center, height, and how far out in front or behind you they are
P1, P2, and P3 = the amount of play the guns are given when
you move forward, side to side, and up or down. A high value
would make the guns move far to the left or right when you
move left or right, high or low when you move up and down,
and so on.
G = bullet pic shown, may actually be what ammo the gun pulls
from, I'm not sure, haven't checked (still fires the same bullets,
no rockets, knives, or grenades fly out if it is on that pic).
C = clip sizes previously found.
S = time between automatic shots.
T = how many objects the bullet goes through (FF = bullets go
through 255 objects).
U = something to do with the timing of the gun sounds, not
completely sure.
W = sound effect played when the gun is shot. Thats what I
described above, there are 261 sound effects, or 0 - 105h.
R = Location of address that displays the bullet shells flying from
the guns, and runs the ping sound of the casings hitting the
ground. This value is either 00000000 for no bullet casings
(laser, knife, grenade, so on) or 8003CB60, the location of
pointers that point to code possibly, I haven't explored the
area a lot near that address (8003CB60).
D = amount of destruction or power each bullet packs, a value of
48F00000 suits me perfectly. I dont know what value the
Golden Gun has for this, but there's probably a set default at
which all objects are destroyed instantly, and its probably
lower than 48F00000, I just put that in because I felt like it.
I = amount of inaccuracy the gun has, 00000000 = lowest,
anything above 42800000 is a little absurd, as bullets shoot
directly above and to the side of you.
Z = amount of zoom the gun has. Just setting shit value doesn't
give the option of zooming in and out, that is somewhere else
that I haven't found yet.
A1 and A2 = speed of red crosshair, best not to mess with this,
because if you do the crosshair will fly off the screen and you
have to restart.
H = hand stabilization. A low value will keep the hands still while
a high value will cause Bond's arms to twirl around in circles
and turn every other way, kinda funny sometimes, like Bond's
arms have been severed and are just floating around in place.
* = this area has something to do with whether the gun is
automatic or how fast it fires, I have to look into it more.
F = how far back Bond's hands pull back when the gun is fired.
Giving it a negative value makes Bond's hands fly forward
when shot, try C2800000 for that.
O = amount of recoil the gun has.
B = how far back the bolt slides when the gun is fired.
L = how loud the gun appears to the enmy. For instance, in
facility, a value of 43800000 will attract enemies from all over
the level, while a value of 00000000 will be almost silent.
. = I don't know what these do yet.
And for this to be of any use, here are Viper187's clip modifier
codes. These addresses are the CC's in the gun data block.
You can go from there.
Throwing Knives 81032604 XXXX
PP7 81032674 XXXX
PP7 (silenced) 810326E4 XXXX
DD44 81032754 XXXX
Klobb 810327C4 XXXX
KF7 81032834 XXXX
ZMG 9MM 810328A4 XXXX
D5K 81032914 XXXX
D5K (silenced) 81032984 XXXX
Phantom 810329F4 XXXX
AR33 81032A64 XXXX
RCP-90 81032AD4 XXXX
Shotgun 81032B44 XXXX
Auto Shotgun 81032BB4 XXXX
Sniper Rifle 81032C24 XXXX
Magnum 81032C94 XXXX
Golden Gun 81032D04 XXXX
Silver PP7 81032D74 XXXX
Gold PP7 81032DE4 XXXX
Grenade Launcher 81032F34 XXXX
Rocket Launcher 81032FA4 XXXX
Grenades 81033014 XXXX
Timed Mines 81033084 XXXX
Proximity Mines 810330F4 XXXX
Remote Mines 81033164 XXXX
Tank 810332B4 XXXX
sounds
0001 - Rocket Launching
0002 - Glass shattering, fade in
0003 - Throwing knife hitting ground
0004 - Throwing a throwing knife
0005 - Quiet Throwing knife
0006 - Nothing
0007 - Elevator ding (BETA?)
0008 - Train track sound 1
0009 - Train track sound 2
000A - Radio noise?
000B - Tank firing
000C - Grenade launcher firing
000D - Female gasp 1
000E - Female gasp 2
000F - Female scream
0010 - Short "beep" tone 1
0011 - Short "beep" tone 2 (BETA)
0012 - Short "tap" sound (BETA)
0013 - Gunshot ricochet 1
0014 - Gunshot ricochet 2
0015 - Gunshot ricochet 3
0016 - Gunshot ricochet 4
0017 - Gunshot ricochet 5
0018 - Gunshot ricochet 6
0019 - Gunshot ricochet 7
001A - Gunshot ricochet 8
001B - Gunshot ricochet 9
001C - Gunshot ricochet 10
001D - Gunshot ricochet 11
001E - Gunshot ricochet 12
001F - Gunshot ricochet 13
0020 - Gunshot ricochet 14
0021 - Gunshot ricochet 15
0022 - Gunshot ricochet 16
0023 - Gunshot ricochet 17
0024 - Gunshot ricochet 18
0025 - Gunshot ricochet 19
0026 - Gunshot ricochet 20
0027 - Gunshot ricochet 21
0028 - Gunshot ricochet 22
0029 - Gunshot ricochet 23
002A - Gunshot ricochet 24
002B - Clip empty sound 1, BETA
002C - Odd firing/ricochet sound
002D - Grenade landing
002E - Silenced firing
002F - Punch landing 1
0030 - Punch landing 2
0031 - Punch landing 3
0032 - Gun reloading
0033 - Train track sound 3
0034 - Train track sound 4
0035 - Train track sound 5
0036 - Baron Samedi laugh
0037 - Baron Samedi laugh echo
0038 - Baron Samedi laugh echo
0039 - Baron Samedi laugh echo
003A - Helicopter blade sound
003B - Helicopter blade sound, lower
003C - Engine sound
003D - Train brake sound 1
003E - Engine sound 2, BETA?
003F - Train brake sound 2
0040 - Train engine sound
0041 - Truck engine sound, BETA
0042 - Truck engine sound + ignition, BETA
0043 - Truck engine sound 2, BETA
0044 - Bond gasp
0045 - Bullet hitting body
0046 - Bullet hitting glass
0047 - Glass shattering
0048 - Bullet hitting metal 1
0049 - Bullet hitting metal 2
004A - Hunting knife hitting body
004B - Bullet hitting wood
004C - Bullet hitting water
004D - Page turning 1
004E - Page turning 2
004F - Modem sound
0050 - Radio tuning in
0051 - Zipper sound, body armour
0052 - Ammo/weapon regenerating
0053 - High-pitched beep, BETA
0054 - Woman gasp
0055 - Satellite dish shutting down
0056 - Satellite dish shutting down, longer
0057 - Satellite dish powering up
0058 - Satellite dish powering up, longer
0059 - Clip empty sound 2
005A - Silence
005B - Electric zap sound 1, BETA
005C - Electric zap sound 2, BETA
005D - Electric zap sound 3, BETA
005E - Radio tuning in
005F - Single throwing knife throw 1
0060 - Single throwing knife throw 2
0061 - Single throwing knife throw 3
0062 - Bond cough, twice
0063 - Bond cough, once
0064 - Tazer sound
0065 - Tazer sound, looping
0066 - Gas leak, looping
0067 - Ti-tap, BETA
0068 - Unknown thump, BETA
0069 - Whoosh sound
006A - Klobb sound
006B - PP7 sound
006C - Unknown gunshot, BETA
006D - KF7 gunshot
006E - Uzi gunshot
006F - Magnum gunshot
0070 - DD44 gunshot
0071 - AR33 gunshot
0072 - Grenade launcher gunshot
0073 - Unknown gunshot, BETA
0074 - ???
0075 - D5K gunshot
0076 - Unknown gunshot
0077 - Unknown gunshot, BETA
0078 - Ricochet hitting something metal? BETA
0079 - Unknown gunshot, BETA
007A - Casing 'ting'
007B - Body hitting floor 1
007C - Body hitting floor 2
007D - Body hitting floor 3
007E - Body hitting floor 4
007F - Body hitting floor 5
0080 - Body hitting floor 6
0081 - Body hitting floor 7
0082 - Body hitting floor 8
0083 - Body hitting floor 9
0084 - Body hitting floor 10
0085 - Body crumpling to floor
0086 - Male cry 1
0087 - Male cry 2
0088 - Male cry 3
0089 - Male cry 4
008A - Male cry 5
008B - Male cry 6
008C - Male cry 7
008D - Male cry 8
008E - Male cry 9
008F - Male cry 10
0090 - Male cry 11
0091 - Male cry 12
0092 - Male cry 13
0093 - Male cry 14
0094 - Male cry 15
0095 - Male cry 16
0096 - Male cry 17
0097 - Male cry 18
0098 - Male cry 19
0099 - Male cry 20
009A - Male cry 21
009B - Male cry 22
009C - Male cry 23
009D - Male cry 24
009E - Male cry 25
009F - Watch beep
00A0 - Unknown beep, BETA
00A1 - Klaxon alarm
00A2 - Another alarm
00A3 - Yet another alarm
00A4 - Muted gunshot 1
00A5 - Muted gunshot 2
00A6 - Crossbow/arrow shot 1, BETA
00A7 - Crossbow/arrow shot 2, BETA
00A8 - Another gunshot, BETA
00A9 - Explosion 1, BETA
00AA - Explosion 2
00AB - Explosion 3
00AC - Explosion 4, BETA
00AD - Explosion 5
00AE - Explosion 6, BETA
00AF - Explosion 7, BETA
00B0 - Explosion 8
00B1 - Explosion 9, BETA
00B2 - Explosion 10, BETA
00B3 - Explosion 11, BETA
00B4 - Explosion 12
00B5 - Explosion 13
00B6 - Explosion 14
00B7 - Tank crush scream
00B8 - Typing at a computer
00B9 - Small crash, BETA
00BA - Trying to open a locked door
00BB - Door Closing 1
00BC - Door Opening 1
00BD - Beeping
00BE - Floppy disk drive
00BF - Train door opening
00C0 - "Pop" sound
00C1 - Jungle background noise
00C2 - Garage door opening, looped
00C3 - Garage door opening stop
00C4 - Door Opening 2
00C5 - Door Closing 2
00C6 - Machine start, BETA
00C7 - Door Closing 3
00C8 - Unknown
00C9 - Unknown 2, BETA
00CA - Door Opening 3
00CB - Door Closing 4
00CC - Machine going, BETA
00CD - Click
00CE - Click 2
00CF - Click 3
00D0 - Bullet hitting gravel 1
00D1 - Bullet hitting gravel 2
00D2 - Thud
00D3 - Glass lab door opening
00D4 - Bullet hitting tile
00D5 - Enemy getting run over, crunch
00D6 - Door Opening 4
00D7 - Door Closing 5
00D8 - Machine going 2, BETA
00D9 - Unknown?
00DA - Table retracting
00DB - Table retracting stop
00DC - 'Tic'
00DD - Bullet hitting metal, 2
00DE - Click
00DF - Train track noise
00E0 - Knife slash?
00E1 - Rock door opening, looped
00E2 - Rock door opening stop
00E3 - Modem 2
00E4 - Moonraker firing
00E5 - Watch beep 2
00E6 - Bullet hitting body
00E7 - Bullet hitting body (again)
00E8 - Gun switch
00E9 - Knife switch
00EA - Gun switch 2
00EB - Mine switch
00EC - Watch static
00ED - Watch screen opening
00EE - Watch screen closing
00EF - Bullet hitting metal, 3
00F0 - Bullet hitting metal, 4
00F1 - Latch closing
00F2 - Moonraker switch
00F3 - Some electronic sound, I forget
00F4 - Camera snapshot
00F5 - Floppy disk drive 2
00F6 - Unknown weird machine noise, BETA
00F7 - Beeping noise, BETA
00F8 - Plane taking off from Runway cinema
00F9 - Train noise
00FA - Train noise again
00FB - More train noise
00FC - Even more train noise
00FD - Autogun firing
00FE - Ping noise, BETA
00FF - Weird machine noise, BETA
0100 - Golden gun shot
0101 - Sneeze
0102 - Cymbal slide from intro
0103 - Cymbal slide from intro 2
0104 - Cymbal slide from intro 3
0105 - Grate hitting bottom of ventilation shaft from Surface end cinema
3rd person in multi
80036497 0009
80036498 0001
Dark Levels Cheat Code
800214CA 0007
runway original start
8106A738 45CC
8106A73C C33D
8106A740 C5A9
8106A744 801C
8106A746 B3D8
@@ -1,361 +0,0 @@
80023304 pointers to error/ debug messages
8002A8C3 current menu displayed
8102a8c6 value used to update menu. updates when long value becomes positive.
-----------
00 - legal splash screen
01 - Nintendo logo
02 - rare logo
03 - *eye* intro
04 - Goldeneye intro splash
05 - Main Folder Menu
06 - 1P/Multi/Cheats Folder Screen
07 - Select Mission Screen
08 - Mission Objectives (First Page)
09 - 007 Special Options
0A - Mission Folder Briefing
0B - stage active
0c - Mission Failed screen
0d - Mission Completed screen
0E - multiplayer option screen
0F - Select Character Modifier
10 - Health Folder
11 - Control Style
12 - level folder (multi)
13 - scenario select
14 - team setup screen
15 - Cheats Menu Folder
16 - no controller in socket 1 warning
17 - (crashes - seems to be *switch* character)
18 - *actors* intro sequence
8002A8FB 00?? briefing
01 - Dam
02 - Facility
03 - Runway
05 - Surface A
06 - Bunker A
08 - Silo
0A - Frigate
0C - Surface B
0D - Bunker B
0F - Statue
10 - Archives
11 - Streets
12 - Depot
13 -Train
14 - Secret Room (Bunker)
15 -Jungle
16 - Control
17 - Caverns
18 - Cradle
1A - Aztec
1C - Egyptian
8002a8ff 000? difficulty modifier
0 - agent
1 - secret agent
2 - 00 agent
3 - 007
8002a943 zoom on menu, used for going "into" a folder, but basically resizes text layer of menus
8002a94f cheat option lock (00 locked)
pointer to 8016c7d0
array of pointers here
8002A9A4 intro splash screen text
8002abe4 solo stage select menu
8002aff4 multiplayer game length select
(name(i), then time(l) or kills(l) - 9xxx.0000.time.kills)
8002b054 multiplayer scenario select
(name(i), then min(c) and max(c) players - 9xxx.mn.mx)
8002b074 multiplayer stage select
8002b198 multiplayer character select
8002b498 health settings and names
8002b4f0 names and settings for control style
8002b510 names and settings for autoaim
8002b8bc not sure, but nifty table with float
-----------------
solo stage select
part name also acts as name in menu if not set
changing the stage that loads usually causes the game to lock when you leave the stage.
(it has no clue what menu to return to)
Mission 1 - arkangelsk
pointer to mission number|8102abe4,8102abe6
mission name in briefing|8102ABE8
value 1|8002ABF7
Part i - Dam
pointer to part numeral|8102AC00,8102AC02
part name in briefing|8102AC04
name in menu|8102AC06
stage load|8002AC0B
order in menu|8002AC17
pointer to briefing call|8102AC18,8102AC1A
Part ii - Facility
pointer to part numeral|8102AC1C,8102AC1E
part name in briefing|8102AC20
name in menu|8102AC22
stage load|8002AC26
order in menu|8002AC33
pointer to briefing call|8102AC34,8102AC36
Part iii - Runway
pointer to part numeral|8102AC38,8102AC3A
part name in briefing|8102AC3C
name in menu|8102AC3E
stage load|8002AC43
order in menu|8002AC4F
pointer to briefing call|8102AC50,8102AC52
Mission 2 - Severnaya
pointer to mission number|8102AC54,8102AC56
mission name in briefing|8102AC58
value 1-4|8002AC67
Part i - Surface 1
pointer to part numeral|8102AC70,8102AC72
part name in briefing|8102AC74
name in menu|8102AC76
stage load|8002AC7B
order in menu|8002AC87
pointer to briefing call|8102AC88,8102AC8A
Part ii - Bunker 1
pointer to part numeral|8102AC8C,8102AC8E
part name in briefing|8102AC90
name in menu|8102AC92
stage load|8002AC96
order in menu|8002ACA3
pointer to briefing call|8102ACA4,8102AA6
Mission 3 - Kirghizstan
pointer to mission number|8102ACA8,8102ACAA
mission name in briefing|8102ACAC
value = 1|8002ACB7
value = 1|8002ACBB
Part i - Silo
pointer to part numeral|8102ACC4,8102ACC6
part name in briefing|8102ACC8
name in menu|8102ACCA
stage load|8002ACCF
value = 1|8002ACD3
order in menu|8002ACDB
pointer to briefing call|8102ACDC,8102ACDE
Mission 4 - Monte Carlo
pointer to mission number|8102ACE0,8102ACE2
mission name in briefing|8102ACE4
value = 1|8002ACEF
value = 1|8002ACF3
Part i - Frigate
pointer to part numeral|8102ACFC,8102ACFE
part name in briefing|8102AD00
name in menu|8102AD02
stage load|8002AD07
value = 1|8002AD0B
order in menu|8002AD13
pointer to briefing call|8102AD14,8102AD16
Mission 5 - Severnaya
pointer to mission number|8102AD18,8102AD1A
mission name in briefing|8102AD1C
value = 1|8002AD27
value = 1|8002AD2B
Part i - Surface 2
pointer to part numeral|8102AD34,8102AD36
part name in briefing|8102AD38
name in menu|8102AD3A
stage load|8002AD3F
value = 1|8002AD43
order in menu|8002AD4B
pointer to briefing call|8102AD4C,8102AD4E
Part ii - Bunker 2
pointer to part numeral|8102AD50,8102AD52
part name in briefing|8102AD54
name in menu|8102AD56
stage load|8002AD5B
value = 1|8002AD5F
order in menu|8002AD67
pointer to briefing call|8102AD68,8102AD6A
Mission 6 - St. Petersburg
pointer to mission number|8102AD6C,8102AD6E
mission name in briefing|8102AD70
value = 2|8002AD7B
value = 1|8002AD7F
Part i - Statue
pointer to part numeral|8102AD88,8102AD8A
part name in briefing|8102AD8C
name in menu|8102AD8E
stage load|8002AD93
value = 2|8002AD97
order in menu|8002AD9F
pointer to briefing call|8102ADA0,8102ADA2
Part ii - Archives
pointer to part numeral|8102ADA4,8102ADA6
part name in briefing|8102ADA8
name in menu|8102ADAA
stage load|8002ADAF
value = 2|8002ADB3
order in menu|8002ADBB
pointer to briefing call|8102ADBC,8102ADBE
Part iii - Streets
pointer to part numeral|8102ADC0,8102ADC2
part name in briefing|8102ADC4
name in menu|8102ADC6
stage load|8002ADCB
value = 2|8002ADCF
order in menu|8002ADD7
pointer to briefing call|8102ADD8,8102ADDA
Part iv - Depot
pointer to part numeral|8102ADDC,8102ADDE
part name in briefing|8102ADE0
name in menu|8102ADE2
stage load|8002ADE7
value = 2|8002ADEB
order in menu|8002ADF3
pointer to briefing call|8102ADF4,8102ADF6
Part v - Train
pointer to part numeral|8102ADF8,8102ADFA
part name in briefing|8102ADFC
name in menu|8102ADFE
stage load|8002AE03
row value?|8002AE07
order in menu|8002AE0F
pointer to briefing call|8102AE10,8102AE12
Mission 7 - Cuba
pointer to mission number|8102AE14,8102AE16
mission name in briefing|8102AE18
value = 3|8002AE23
value = 1|8002AE27
Part i - Jungle
pointer to part numeral|8102AE30,8102AE32
part name in briefing|8102AE34
name in menu|8102AE36
stage load|8002AE3B
value = 3|8002AE3F
order in menu|8002AE47
pointer to briefing call|8102AE48,8102AE4A
Part ii - Control
pointer to part numeral|8102AE4C,8102AE4E
part name in briefing|8102AE50
name in menu|8102AE52
stage load|8002AE57
value = 3|8002AE5B
order in menu|8002AE63
pointer to briefing call|8102AE64,8102AE66
Part iii - Caverns
pointer to part numeral|8102AE68,8102AE6A
part name in briefing|8102AE6C
name in menu|8102AE6E
stage load|8002AE73
value = 3|8002AE77
order in menu|8002AE7F
pointer to briefing call|8102AE80,8102AE82
Part iv - Cradle
pointer to part numeral|8102AE84,8102AE86
part name in briefing|8102AE88
name in menu|8102AE8A
stage load|8002AE8F
value = 3|8002AE93
order in menu|8002AE9B
pointer to briefing call|8102AE9C,8102AE9E
Mission 8 - Teotihuaca'n
pointer to mission number|8102AEA0,8102AEA2
mission name in briefing|8102AEA4
value = 4|8002AEAF
value = 1|8002AEB3
Part i - Aztec
pointer to part numeral|8102AEBC,8102AEBE
part name in briefing|8102AEC0
name in menu|8102AEC2
stage load|8002AEC7
value = 4|8002AECB
order in menu|8002AED3
pointer to briefing call|8102AED4,8102AED6
Mission 9 - el-Saghira
pointer to mission number|8102AED8,8102AEDA
mission name in briefing|8102AEDC
value = 4|8102AEE7
value = 1|8002AEEB
Part i - Egyptian
pointer to part numeral|8102AEF4,8102AEF6
part name in briefing|8102AEF8
name in menu|8102AEFA
stage load|8002AEFF
value = 4|8002AF03
order in menu|8002AF0B
pointer to briefing call|8102AF0C,8102AF0E
note...
8004f494 '1.' before 'select mission'
8004f498 '2.' before 'multiplayer'
8004f49c '3.' before 'cheat options'
8004f4a4 ': ' used in mission line
8004f4ac ': ' used in part line
80023234 multiplayer menu option lock (01 locked)
multiplayer menu options:
8002:
b523 # players
b527 player 1 char selected
b52b player 2 char selected
b52f player 3 char selected
b533 player 4 char selected
b537 # multiplayer stage slot selected (0-11)
b53b # text for game length on option screen
b53f # auto aim setting
b543 # text for scenario on option screen 0-8 (random crashes when you press start)
b547 lock stage select (00 lock, 01 open)
b54b lock game length
b54f lock character select
b553 lock weapon select
b557 lock health
b55b lock control style
b55f lock aim adjustment
game length
00 unlimitted
01 5 min
02 10 min
03 20 min
04 5 points
05 10 points
06 20 points
07 last person alive wins
08 normal
09 man w/ golden gun
0a team:3vs1
auto aim
00 sight off,aim off
01 sight on,aim off
02 sight off,aim on
03 sight on,aim on
@@ -1,89 +0,0 @@
Dam 1 800D337F 00XX
2 Facility 800B677F 00XX
3 Runway, Surface A, Depot 800D977F 00XX
4 Frigate 800C6B7F 00XX
5 Bunker A, B, & Silo 800B3F7F 00XX
6 Aztec 800B037F 00XX
7 Archives, Caverns, Cradle, Egyptian 800CCF7F 00XX
8 Statue 800C577F 00XX
9 Streets 800D6F7F 00XX
10 Surface B 800E5F7F 00XX
11 Train, Jungle, Control Centre 800C077F 00XX
Bond Suit Modifiers (1P Mode)
12 Boiler Bond 8103DFCA ????
8103DFCE ????
8103DFD8 ????
13 Suit Bond 8103DFDC ????
8103DFE2 ????
8103DFEC ????
14 Timber Bond 8103DFF2 ????
8103DFF6 ????
8103E000 ????
15 Snow Bond 8103E006 ????
8103E00A ????
8103E014 ????
16 Natalya 8103DF52 ????
8103DF56 ????
8103DF60 ????
17 Baron Samedi (All of Him) 2 8103DF02 ????
8103DF06 ????
8103DF10 ????
# Note
1 What is most curious is that there are 4 suits from 05-08, and the first has a white cuff at the watch pause menu. I think it is reasonable that the four all bonds were slated for single player, especially after that pic of all the all bonds in the menu, and perhaps the idea that they all had their own levels.
I think the models for the old suits are gone, perhaps the textures are still there though.
00 - Blue Suit
01 - Tuxedo
02 - Jungle Bond
03 - Boiler Bond
04 - Snow Bond
05 - White Cuffs (Connery's White Tuxedo?!)
06 - Tuxedo Bond (Black Cuff)
07 - Tuxedo Bond (Black Cuff)
08 - Tuxedo Bond (Black Cuff)
09+ - Invisible Arm (Blue Suit On Bond)
D410 6E80 0100 00 Camo Guard
D430 6E8C 0100 01 Grey Guard
D450 6E98 0100 02 Olive Guard
D470 6EA8 0100 03 Rus Guard
D490 6EB4 0100 04 Trev Guard
D910 6EC0 0100 05 djBond
D4B0 6ECC 0101 06 Boris
D4D0 6ED4 0101 07 Ouromov
D4F0 6EE0 0101 08 Trevelyan
D510 6EEC 0101 09 BoilerTrev
D530 6EFC 0101 0A Valentin
D550 6F08 0001 0B Xenia
D570 6F10 0101 0C Baron Samedi
D590 6F20 0101 0D Jaws
D5B0 6F28 0001 0E MayDay
D5D0 6F34 0101 0F OddJob
D5F0 6F40 0001 10 Natalya
D610 6F4C 0100 Armour Guard
D630 6F5C 0100 ConmGuard
D650 6F68 0100 Great Guard
D670 6F78 0100 Navy Guard
D690 6F84 0101 Snow Guard
D890 6F90 0100 Boiler Bond
D8B0 6FA0 0100 Suit Bond
D8D0 6FAC 0100 Timber Bond
D8F0 6FBC 0101 Snow Bond
D6B0 6FC8 0100 Blue Woman
D6D0 6FD4 0100 Fastech Woman
D6F0 6FE4 0100 Tech Woman
D710 6FF0 0100 Jean Woman
D730 6FFC 0000 Grey Man
D750 7008 0000 Blue Man
D770 7014 0000 Red Man
D790 7020 0000 Cardiman
D7B0 702C 0100 Check Man
D7D0 7038 0100 Tech Man
D7F0 7044 0101 Pilot
D810 704C 0100 Great Guard
D830 705C 0100 BlueCam Guard
D850 706C 0100 Moonguard
D870 7078 0100 Moonguardfemale
D930 7088 0100 suit_lf_hand (big hand)
@@ -1,16 +0,0 @@
Trev Army - err, well they ALLLL COME, and keep on coming, too laggy,
ouromov doesn't come.
81357770 2402
81357772 0008
81357808 2404
8135780A 0413
Trev Army Better!
81357770 2402
81357772 0008
5000311C 0000
811CFE0A 0413
50000B1C 0000
811D0366 0413
5000041C 0000
811D055A 0413
@@ -1,21 +0,0 @@
70006968 7568 return to title screen from end of stage
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
JAL 7000695C ;V0=stage#
NOP
ADDIU AT,R0,0036
BEQ V0,AT,7000699C ;branch if stage 36: Cuba
NOP
JAL 7F0574B8 ;V0= TRUE if objectives completed
NOP
BEQ V0,R0,7000699C ;branch if incomplete
NOP
JAL 7F01D39C ;
NOP
//7000699C: return to title and return
JAL 70006930 ;run title (0x5A to stage#)
NOP
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
@@ -1,415 +0,0 @@
7F086F9C BBACC
ADDIU SP,SP,FFE0
LUI AT,4270
SW RA,0014 (SP)
MTC1 AT,F12
SW A0,0020 (SP)
SW A1,0024 (SP)
JAL 7F09B214 ;F12-> watch menu current size
SW A2,0028 (SP)
LUI AT,4270
MTC1 AT,F12
JAL 70004544
NOP
//7F086FCC:
LUI V1,8003
ADDIU V1,V1,6430
LW V0,0000 (V1) ;V0=80036430:
BEQ V0,R0,7F087034
SLTI AT,V0,0004
BNE AT,R0,7F087024
LUI T6,8003
LW T6,6428 (T6)
BEQL T6,R0,7F087028
LW T9,0000 (V1)
//7F086FF4:
JAL 70003C1C ;V0= p->video2's buffer
NOP
LUI T7,803E
ADDIU T7,T7,A800
LUI V1,8003
BNE V0,T7,7F087024
ADDIU V1,V1,6430
ADDIU T8,R0,0001
LUI AT,8003
SW T8,642C (AT)
BEQ R0,R0,7F087088
SW R0,0000 (V1)
//7F087024:
LW T9,0000 (V1)
ADDIU T0,T9,0001
BEQ R0,R0,7F087088
SW T0,0000 (V1)
//7F087034:
LUI V1,8003
ADDIU V1,V1,6434
LW V0,0000 (V1)
BEQ V0,R0,7F087088
SLTI AT,V0,0004
BNEL AT,R0,7F087080
LW T2,0000 (V1)
//7F087050:
JAL 70003C1C ;V0= p->video2's buffer
NOP
LUI T1,803B
ADDIU T1,T1,5000
LUI V1,8003
BNE V0,T1,7F08707C
ADDIU V1,V1,6434
LUI AT,8003
SW R0,642C (AT)
BEQ R0,R0,7F087088
SW R0,0000 (V1)
//7F08707C:
LW T2,0000 (V1)
ADDIU T3,T2,0001
SW T3,0000 (V1)
//7F087088:
LUI T4,8003
LW T4,642C (T4)
BEQ T4,R0,7F0870B8
NOP
//7F087098:
JAL 70003C1C ;V0= p->video2's buffer
NOP
LUI T5,803E
ADDIU T5,T5,A800
BNE V0,T5,7F0870B8
LUI A0,8003
JAL 70003C3C
LW A0,6428 (A0)
//7F0870B8: set based on screen ratio
JAL 7F0A4EE0 ;V0=screen ratio
NOP
ADDIU AT,R0,0001
BNE V0,AT,7F08716C ;branch if normal
NOP
//7F0870CC: ratio: 16:9
JAL 7F086C40 ;V0= viewport width for current player
NOP
JAL 7F086D24 ;V0= viewport height for current player
SH V0,001C (SP)
LH T6,001C (SP)
MTC1 V0,F8
LUI AT,3F40
MTC1 T6,F4
CVT.S.W F10,F8
MTC1 AT,F18
LUI AT,8005
LWC1 F8,5264 (AT)
CVT.S.W F6,F4
DIV.S F16,F6,F10
MUL.S F4,F16,F18
NOP
MUL.S F12,F4,F8
JAL 7F09B224 ;F12-> [BONDdata+11D4]
NOP
JAL 7F086C40 ;V0= viewport width for current player
NOP
JAL 7F086D24 ;V0= viewport height for current player
SH V0,001C (SP)
LH T7,001C (SP)
MTC1 V0,F16
LUI AT,3F40
MTC1 T7,F6
CVT.S.W F18,F16
MTC1 AT,F8
LUI AT,8005
LWC1 F16,5268 (AT)
CVT.S.W F10,F6
DIV.S F4,F10,F18
MUL.S F6,F4,F8
NOP
MUL.S F12,F6,F16
JAL 70004590 ;F12->video2 page width
NOP
BEQ R0,R0,7F0871C4
NOP
//7F08716C: ratio: normal
JAL 7F086C40 ;V0= viewport width for current player
NOP
JAL 7F086D24 ;V0= viewport height for current player
SH V0,001C (SP)
LH T8,001C (SP)
MTC1 V0,F4
MTC1 T8,F10
CVT.S.W F8,F4
CVT.S.W F18,F10
JAL 7F09B224 ;F12-> [BONDdata+11D4]
DIV.S F12,F18,F8
JAL 7F086C40 ;V0= viewport width for current player
NOP
JAL 7F086D24 ;V0= viewport height for current player
SH V0,001C (SP)
LH T9,001C (SP)
MTC1 V0,F10
MTC1 T9,F6
CVT.S.W F4,F10
CVT.S.W F16,F6
JAL 70004590 ;F12->video2 page width
DIV.S F12,F16,F4
//7F0871C4:
JAL 7F086C40 ;V0= viewport width for current player
NOP
JAL 7F086D24 ;V0= viewport height for current player
SH V0,001C (SP)
LH A0,001C (SP)
JAL 7F09B1DC ;set current player screen width (A0) and height (A1) (low)
OR A1,V0,R0
JAL 7F086CC4 ;V0= viewport ulx for current player
NOP
JAL 7F086E38 ;V0= viewport uly for current player
SH V0,001C (SP)
LH A0,001C (SP)
JAL 7F09B1F8 ;set current player screen width (A0) and height (A1) (high)
OR A1,V0,R0
JAL 7F086BF8
NOP
JAL 7F086C1C
SH V0,001C (SP)
SLL A1,V0,0x10
SRA T0,A1,0x10
OR A1,T0,R0
JAL 700043F8 ;set video2 text clip width (A0) and height (A1)
LH A0,001C (SP)
JAL 7F086BF8
NOP
JAL 7F086C1C
SH V0,001C (SP)
SLL A1,V0,0x10
SRA T1,A1,0x10
OR A1,T1,R0
JAL 700043B4
LH A0,001C (SP)
JAL 7F086C40 ;V0= viewport width for current player
NOP
JAL 7F086D24 ;V0= viewport height for current player
SH V0,001C (SP)
SLL A1,V0,0x10
SRA T2,A1,0x10
OR A1,T2,R0
JAL 7000443C ;set video2 width (A0) and height (A1)
LH A0,001C (SP)
JAL 7F086CC4 ;V0= viewport ulx for current player
NOP
JAL 7F086E38 ;V0= viewport uly for current player
SH V0,001C (SP)
SLL A1,V0,0x10
SRA T3,A1,0x10
OR A1,T3,R0
JAL 700044BC ;set video2 ulx (A0) and uly (A1)
LH A0,001C (SP)
JAL 7F0808BC
NOP
JAL 7F080A80
NOP
JAL 7F0A4E50 ;V0= cur.player's auto-aim control setting
NOP
JAL 7F07C570 ;A0->cur.player's auto-aim
OR A0,V0,R0
JAL 7F0A4E50 ;V0= cur.player's auto-aim control setting
NOP
JAL 7F07C658 ;A0->cur.player's auto-aim x setting
OR A0,V0,R0
JAL 7F0A4E68 ;V0= cur.player's look-ahead setting
NOP
JAL 7F07C550 ;A0->cur.player's look-ahead setting
OR A0,V0,R0
JAL 7F0A4EB0 ;V0= cur.player's ammo on-screen setting
NOP
ADDIU A0,R0,0001
JAL 7F0690F4
OR A1,V0,R0
JAL 7F09A464 ;V0= # players
NOP
ADDIU AT,R0,0001
BNE V0,AT,7F087308
NOP
JAL 7F0A4E98 ;V0= cur.player's sight on-screen setting
NOP
SLTU A1,R0,V0
BNE A1,R0,7F087330
NOP
JAL 7F09A464 ;V0= # players
NOP
SLTI V1,V0,0002
XORI A1,V1,0001
BEQ A1,R0,7F087330
LUI T4,8008
LW T4,A0B4 (T4) ;T4=8007A0B4: cur.player.stats
LBU A1,006B (T4) ;A1=stats+6B: sight setting
SLTU T5,R0,A1
OR A1,T5,R0
JAL 7F06A5A8
ADDIU A0,R0,0001
LUI V0,8003
LW V0,6494 (V0) ;V0=80036494: cur.camera mode
ADDIU AT,R0,0004
BEQ V0,R0,7F087368
NOP
BNE V0,AT,7F08735C
LUI T6,8003
LW T6,64B0 (T6)
BNE T6,R0,7F087368
ADDIU AT,R0,000A
BNE V0,AT,7F0873B4
LB A0,0023 (SP)
JAL 7F09B150 ;V0= cur player #
NOP
BNE V0,R0,7F087394
LUI T0,8008
LUI V0,8008
ADDIU V0,V0,9A20
LUI T8,8005
LW T8,8374 (T8)
LW T7,0000 (V0)
ADDU T9,T7,T8
SW T9,0000 (V0)
LW T0,A0B0 (T0) ;T6=8007A0B0: p->cur.player.data
LB A0,0023 (SP)
LB A1,0027 (SP)
LHU A2,002A (SP)
JAL 7F084648
LHU A3,03B4 (T0)
BEQ R0,R0,7F0873CC
NOP
LUI T1,8008
LW T1,A0B0 (T1)
LB A1,0027 (SP)
LHU A2,002A (SP)
JAL 7F086990
LHU A3,03B4 (T1)
LUI V0,8008
ADDIU V0,V0,9A24
LUI T3,8005
LW T3,8498 (T3)
LW T2,0000 (V0)
LUI T5,8003
ADDU T4,T2,T3
SW T4,0000 (V0)
LW T5,64A0 (T5)
BEQ T5,R0,7F08750C
NOP
JAL 7F0BFC04 ;V0=player control lock
NOP
BNE V0,R0,7F0874C0
LUI T7,8008
LW T7,A0B0 (T7)
LHU T6,002A (SP)
ADDIU T2,R0,0002
LHU T8,03B4 (T7)
LUI AT,8003
NOR T9,T8,R0
AND T0,T6,T9
ANDI T1,T0,F030
BEQ T1,R0,7F0874C0
NOP
JAL 7F08088C ;V0= TRUE if fade to black complete
SW T2,64A0 (AT)
BEQ V0,R0,7F087490
LUI T3,8008
LW T3,A0B0 (T3)
MTC1 R0,F0
OR A0,R0,R0
LWC1 F18,03DC (T3)
OR A1,R0,R0
C.EQ.S F0,F18
NOP
BC1F 7F0874C0
NOP
MFC1 A3,F0
JAL 7F0807B0
OR A2,R0,R0
LUI AT,4270
MTC1 AT,F12
LUI AT,3F80
MTC1 AT,F14
JAL 7F080858 ;fade to F14 over F12 seconds
NOP
BEQ R0,R0,7F0874C0
NOP
LUI V0,8008
LW V0,A0B0 (V0)
MTC1 R0,F0
LUI AT,3F80
LWC1 F8,0404 (V0)
C.EQ.S F0,F8
NOP
BC1F 7F0874C0
NOP
MTC1 AT,F14
JAL 7F080858 ;fade to F14 over F12 seconds
LWC1 F12,03E0 (V0)
LUI T4,8003
LW T4,64A0 (T4)
ADDIU AT,R0,0002
BNE T4,AT,7F08750C
NOP
JAL 7F08088C ;V0= TRUE if fade to black complete
NOP
BEQ V0,R0,7F08750C
LUI T5,8008
LW T5,A0B0 (T5)
LUI AT,3F80
MTC1 AT,F6
LWC1 F10,03DC (T5)
C.EQ.S F6,F10
NOP
BC1F 7F08750C
NOP
JAL 70006968 ;return to title screen from stage
NOP
LUI T7,8003
LW T7,6498 (T7)
BEQ T7,R0,7F087524
NOP
JAL 7F07B1A4
NOP
LUI V0,8008
LW V0,A0B0 (V0)
LW T8,00D8 (V0)
BEQ T8,R0,7F087598
NOP
LW V1,0424 (V0)
ADDIU A0,R0,0001 ;A0=left hand
BNE V1,R0,7F087568
NOP
JAL 7F05D914 ;Draw item A1 in hand A0
OR A1,R0,R0 ;A1= NULL item
OR A0,R0,R0 ;A0=right hand
JAL 7F05D914 ;Draw item A1 in hand A0
OR A1,R0,R0 ;A1=NULL item
LUI V0,8008
LW V0,A0B0 (V0)
LW V1,0424 (V0)
BEQ V1,R0,7F087598
NOP
LW T6,0428 (V0)
LUI T9,8003
BEQ T6,R0,7F087598
NOP
LW T9,6510 (T9)
SLTI AT,T9,0003
BNE AT,R0,7F087598
NOP
JAL 70006930 ;run title
NOP
LUI T0,8003
LW T0,6494 (T0)
ADDIU AT,R0,000A
BNE T0,AT,7F0875C4
NOP
JAL 7F08088C ;V0= TRUE if fade to black complete
NOP
BEQ V0,R0,7F0875C4
NOP
JAL 70006930 ;run title
NOP
LUI T2,8008
LW T2,A0B0 (T2)
LHU T1,002A (SP)
SH T1,03B4 (T2)
LW RA,0014 (SP)
ADDIU SP,SP,0020
JR RA
NOP
@@ -1,10 +0,0 @@
Gleaned from registration at 7F027360
Part# hit# type
7 2 body
8 1 head
F 2 body
64 4 weapon (other 1)
6E 5 hat (other 2)
!0 3 limb
@@ -1,347 +0,0 @@
7F08991C: BE44C Damage and Kill Attributement
ADDIU SP,SP,FFC0
LUI T6,8008
LW T6,A0B4 (T6)
SW RA,0014 (SP)
SWC1 F14,0044 (SP)
SW A2,0048 (SP)
SW A3,004C (SP)
LWC1 F4,005C (T6)
LUI T7,8008
LW T7,A0B0 (T7)
MUL.S F6,F4,F12
SWC1 F6,003C (SP)
LW T8,01C8 (T7)
BEQ T8,R0,7F0899A0
NOP
JAL 7F08A2FC
NOP
LUI A0,8008
LW A0,A0B0 (A0)
MFC1 A3,F0
ADDIU A1,R0,002E
ADDIU A2,R0,0001
JAL 7F0A2F30
ADDIU A0,A0,12B8
JAL 7F08A2EC
NOP
LUI A0,8008
LW A0,A0B0 (A0)
MFC1 A3,F0
ADDIU A1,R0,002E
ADDIU A2,R0,FFFF
JAL 7F0A2F30
ADDIU A0,A0,1598
JAL 7F09A464
NOP
SLTI AT,V0,0002
BNEZ AT,7F0899CC
LUI T9,8009
LW T9,C700 (T9)
LUI T0,8009
BNEL T9,R0,7F089E40
LW RA,0014 (SP)
LW T0,C704 (T0)
BNEZ T0,7F089E3C
LUI T1,8003
LW T1,6448 (T1)
ADDIU AT,R0,0001
LWC1 F8,003C (SP)
BNE T1,AT,7F0899F8
LUI V0,8008
LUI AT,3E80
MTC1 AT,F10
NOP
MUL.S F16,F8,F10
SWC1 F16,003C (SP)
LW V0,A0B0 (V0)
LW T2,00D8 (V0)
BNEZ T2,7F089A5C
NOP
LBU T3,12B6 (V0)
BNEZ T3,7F089A5C
NOP
JAL 7F09B150
NOP
OR A0,V0,R0
JAL 7000C854
LUI A1,3E80
JAL 7F0A4DC0
NOP
SLTI AT,V0,0004
BNEZ AT,7F089A5C
NOP
JAL 7F09B150
NOP
JAL 7F09A464
SW V0,001C (SP)
LW T4,001C (SP)
LUI A1,3E80
JAL 7000C854
ADDU A0,V0,T4
JAL 7F09A464
NOP
SLTI AT,V0,0002
BNEZ AT,7F089AAC
NOP
JAL 7F014758
NOP
ADDIU AT,R0,0004
BNE V0,AT,7F089AAC
LUI V0,8008
LW V0,A0B0 (V0)
LWC1 F18,00DC (V0)
LWC1 F4,2A3C (V0)
LWC1 F8,00E0 (V0)
LWC1 F10,2A40 (V0)
MUL.S F6,F18,F4
NOP
MUL.S F16,F8,F10
ADD.S F18,F6,F16
SWC1 F18,003C (SP)
LUI V0,8008
LW V0,A0B0 (V0)
LBU T5,12B6 (V0)
BNEL T5,R0,7F089E40
LW RA,0014 (SP)
LW T6,00D8 (V0)
LUI T7,8003
BNEL T6,R0,7F089E40
LW RA,0014 (SP)
LW T7,64B4 (T7)
BNEL T7,R0,7F089E40
LW RA,0014 (SP)
LW T8,00F4 (V0)
BLTZL T8,7F089B10
LW V1,01C8 (V0)
JAL 7F09A464
NOP
SLTI AT,V0,0002
BNEZ AT,7F089E3C
LUI V0,8008
LW V0,A0B0 (V0)
LW T9,00F4 (V0)
BNEL T9,R0,7F089E40
LW RA,0014 (SP)
LW V1,01C8 (V0)
ADDIU AT,R0,0005
BEQ V1,AT,7F089E3C
ADDIU AT,R0,000C
BEQL V1,AT,7F089E40
LW RA,0014 (SP)
LWC1 F4,00DC (V0)
SWC1 F4,00E4 (V0)
LUI V0,8008
LW V0,A0B0 (V0)
LWC1 F8,00E0 (V0)
JAL 7F09A464
SWC1 F8,00E8 (V0)
SLTI AT,V0,0002
BNEL AT,R0,7F089C1C
LW V1,0050 (SP)
JAL 7F09B150
NOP
SW V0,0038 (SP)
LWC1 F12,0044 (SP)
JAL 7F05AA30
LWC1 F14,0048 (SP)
LUI AT,4334
MTC1 AT,F10
LUI AT,8005
LWC1 F16,52B0 (AT)
MUL.S F6,F0,F10
LW T0,0038 (SP)
LUI AT,43B4
LUI T2,8008
SLL T1,T0,0x2
MTC1 AT,F4
ADDU T2,T2,T1
DIV.S F18,F6,F16
LW T2,9EE0 (T2)
MTC1 R0,F12 ;F12=0.0
LW T3,004C (SP)
LWC1 F10,0148 (T2)
LUI AT,42B4
SLL T4,T3,0x3
LUI T5,8008
SUBU T4,T4,T3
MTC1 AT,F6
SLL T4,T4,0x4
ADDIU T5,T5,9EF0
LUI AT,4387
ADDU V0,T4,T5
SUB.S F8,F4,F18
SUB.S F2,F10,F8
C.LT.S F2,F12
NOP
BC1FL 7F089BE8
C.LT.S F2,F6
NEG.S F2,F2
C.LT.S F2,F6
NOP
BC1TL 7F089C10
LW T6,003C (V0)
MTC1 AT,F16
NOP
C.LT.S F16,F2
NOP
BC1FL 7F089C1C
LW V1,0050 (SP)
LW T6,003C (V0)
ADDIU T7,T6,0001
SW T7,003C (V0)
LW V1,0050 (SP)
MTC1 R0,F12 ;F12=0.0
LUI V0,8008
BEQ V1,R0,7F089C68
NOP
LW V0,A0B0 (V0)
LWC1 F18,003C (SP)
LWC1 F0,00E0 (V0)
LWC1 F2,2A40 (V0)
MUL.S F4,F0,F2
C.LE.S F18,F4
NOP
BC1F 7F089C68
NOP
DIV.S F10,F18,F2
SUB.S F8,F0,F10
SWC1 F8,00E0 (V0)
LUI V0,8008
BEQ R0,R0,7F089DD8
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
//7F089C68:
LUI V0,8008
BEQ V1,R0,7F089CAC
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
LWC1 F6,00E0 (V0)
LWC1 F16,2A40 (V0)
LWC1 F18,003C (SP)
LUI AT,3F80
DIV.S F4,F6,F16
LUI T8,8008
MTC1 AT,F8 ;F8=1.0 [3F800000]
SUB.S F10,F18,F4
SWC1 F10,003C (SP)
SWC1 F12,00E0 (V0) ;F12->BONDdata+E0: 0->armor
LW T8,A0B0 (T8) ;T8=8007A0B0: BONDdata
LUI V0,8008
SWC1 F8,2A40 (T8) ;1.0->BONDdata+2A40: armor
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
LWC1 F6,003C (SP)
LWC1 F16,2A3C (V0) ;F16=BONDdata+2A3C: health
LWC1 F4,00DC (V0) ;F4=BONDdata+DC: health (255-0)
DIV.S F18,F6,F16
SUB.S F10,F4,F18
SWC1 F10,00DC (V0) ;F10->BONDdata+DC: health (255-0)
LUI V0,8008
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
LWC1 F8,00DC (V0) ;F8=BONDdata+DC: health (255-0)
C.LE.S F8,F12
NOP
BC1FL 7F089DDC ;branch if health !< 0.0
LW T3,00F4 (V0)
//7F089CE0: attribute kill: note co-op patch shown in this dASM
JAL 7F09A464 ;V0=#players
NOP
SLTI AT,V0,0002 ;TRUE if solo
BNEZ AT,7F089DC8 ;branch if solo
LW A0,004C (SP) ;SP+4C=A0: killer
JAL 7F09B150 ;V0= 8007A0B8: killed
SLTU AT,A0,V0 ;TRUE if killer a player
BEQL R0,AT,7F089D04 ;branch if player kill
SW V0,004C (SP) ;SP+4C=V0: killed set as killer - non-player kills are now suicides
//7F089D04: test scenario-specific handlers: note MP weapon patch shown in this dASM
JAL 7F014758 ;V0=scenario [8002B540]
SW V0,002C (SP) ;SP+2C=V0: killed
ADDIU AT,R0,0003
BNE AT,V0,7F089D28 ;branch if not MwtGX
SW R0,0028 (SP) ;SP+28=0:
JAL 7F04FD98 ;test if possess item A0 while alive
ADDIU A0,R0,00F7 ;A0=F7: weapon in slot F7: GX
NOP
SW V0,0028 (SP) ;V0->SP+28: TRUE if item held
//7F089D28:
LW T0,002C (SP) ;T0=killed
LW T1,004C (SP) ;T1=killer
BEQ T0,T1,7F089D48 ;branch if suicide
NOP
JAL 7F05677C ;drop inventory
NOP
JAL 7F06A95C ;increment #deaths
NOP
//7F089D48:
JAL 7F09B10C ;set cur. player to A0
LW A0,004C (SP) ;A0=killer
LW T2,002C (SP) ;T2=killed
LW T3,004C (SP) ;A3=killer
BNE T2,T3,7F089D70 ;branch if not a suicide
NOP
//7F089D60: suicides...
JAL 7F06AA18 ;increment #suicides and display MP
NOP
BEQ R0,R0,7F089D8C
NOP
//7F089D70: player kills
JAL 7F06A780 ;increment kill count and display MP
NOP
LW T4,0028 (SP) ;T4=SP+28: TRUE if own GX
BEQ T4,R0,7F089D8C ;branch if no GX held
NOP
//7F089D84: MwtGX specific
JAL 7F06A934 ;inc. # times killed GX owner (?)
NOP
//7F089D8C:
JAL 7F09B10C ;sets current player to A0 (killed)
LW A0,002C (SP) ;A0=killed
//7F089D94:
LW T5,004C (SP) ;T5=killer
LW T7,002C (SP) ;T7=killed
LUI T0,8008
SLL T6,T5,0x3
SUBU T6,T6,T5
SLL T6,T6,0x4 ;T6=T5*0x70: offset to killer's stats
SLL T8,T7,0x2 ;T8=killed->offset
ADDU T9,T6,T8
ADDIU T0,T0,9EF0 ;T0=80079EF0
ADDU V0,T9,T0 ;V0=80079EF0+offset: p->player stats
LW T1,0024 (V0) ;T1=#player T7 kills
ADDIU T2,T1,0001 ;T2=kills++
SW T2,0024 (V0) ;save revised killcount
//7F089DC8: solo and multi
JAL 7F0897A8
NOP
LUI V0,8008
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
//7F089DD8:
LW T3,00F4 (V0) ;T3=BONDdata+F4:
LWC1 F6,0044 (SP)
LUI T4,8008
BGEZ T3,7F089E20
LUI A0,8006
ADD.S F16,F6,F6
LWC1 F4,0180 (V0)
ADD.S F18,F4,F16
SWC1 F18,0180 (V0)
LWC1 F10,0048 (SP)
LUI V0,8008
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
ADD.S F8,F10,F10
LWC1 F6,0188 (V0)
ADD.S F4,F6,F8
SWC1 F4,0188 (V0)
LUI V0,8008
LW V0,A0B0 (V0) ;V0=8007A0B0: BONDdata
//7F089E20:
SW R0,00F4 (V0) ; 0->BONDdata+F4:
LW T4,A0B0 (T4) ;T4=8007A0B0: BONDdata
ADDIU A1,R0,0044 ;A1=SE 044:
OR A2,R0,R0 ;A2=NULL p->data
SW R0,00F8 (T4) ; 0->BONDdata+F8:
JAL 70008E08 ;play sound effect A1
LW A0,3720 (A0) ;A0=80063720: p->SE buffer
//7F089E3C: return
LW RA,0014 (SP)
ADDIU SP,SP,0040
JR RA
NOP
@@ -1,105 +0,0 @@
70004758 5358 image capture routine: 16bit jpeg
ADDIU SP,SP,FEC8
SW S1,0024 (SP)
SW S2,0028 (SP)
SW S0,0020 (SP)
LUI S1,8003
SW RA,002C (SP)
ADDIU S1,S1,8490 ;S1=80028490: "grab.%d.jpeg"
ADDIU S0,SP,0038 ;S0=SP+38: buffer for string
ADDIU S2,SP,0034 ;S2=SP+34: p->instance
//7000477C:
LUI A2,8002
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
OR A0,S0,R0 ;A0=S0: p->buffer
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A1,S1,R0 ;A1=S1
OR A0,S0,R0 ;A0=S0: p->string
JAL 7F0D0098 ;V0=TRUE if resource named A0 found on Indy and filesize set to A1
OR A1,S2,R0 ;A1=S2: @filesize
BEQ V0,R0,700047B8 ;branch if unique
//700047A0: loop and increment value if found
LUI A2,8002
LW A2,32C4 (A2)
LUI AT,8002
ADDIU A2,A2,0001
BEQ R0,R0,7000477C
SW A2,32C4 (AT) ;cur.jpeg16bit +=1
//700047B8:
LUI A2,8002
LUI A1,8003
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
ADDIU A1,A1,84A0 ;A1=800284A0: "grab.%d.temp.uix"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7000441C ;V0= text clip width
NOP
SLL S1,V0,0x10
SRA T6,S1,0x10
JAL 7000442C ;V0= text clip height
OR S1,T6,R0
MULTU V0,S1
LUI T7,8002
LW T7,32A8 (T7) ;T7=800232A8: p->viewport
OR A0,S0,R0 ;A0=S0: p->text
LW A1,0028 (T7) ;A1= p->data
MFLO A2 ;A2=width * height
SLL T8,A2,0x1
JAL 7F0CFFE0 ;send capture data A1 of size A2 named A0
OR A2,T8,R0 ;A2=width * height * 2: size of VI buffer
//7000480C: send command line: Uix2pix -xs{width} grab.{instance}.temp.Uix
LUI A2,8002
LUI A1,8003
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
ADDIU A1,A1,84B4 ;A1=800284B4: "uix2pix grab.%d.temp.uix"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//7000482C: send command line: fromalias - probably a copy/rename routine
LUI A2,8002
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
LUI A1,8003
ADDIU A1,A1,84D0 ;A1=800284D0: "fromalias grab.%d.temp.pix grab.%d.temp.rgb"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A3,A2,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004850: send command line: imagecopy - format is jfif, converting raw rgb into jpeg
LUI A2,8002
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
LUI A1,8003
ADDIU A1,A1,84FC ;A1=800284FC: "imgcopy -fjfif grab.%d.temp.rgb grab.%d.jpeg"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A3,A2,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004874: remove intermediate images
LUI A2,8002
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
LUI A1,8003
ADDIU A1,A1,852C ;A1=8002852C: "rm grab.%d.temp.uix grab.%d.temp.pix grab.%d.temp.rgb"
OR A0,S0,R0
OR A3,A2,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
SW A2,0010 (SP)
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//7000489C: open image in imgview
LUI A2,8002
LUI A1,8003
LW A2,32C4 (A2) ;A2=800232C4: cur.jpeg16bit
ADDIU A1,A1,8564 ;A1=80028564: "imgview grab.%d.jpeg"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//700048BC: return
LW RA,002C (SP)
LW S0,0020 (SP)
LW S1,0024 (SP)
LW S2,0028 (SP)
JR RA
ADDIU SP,SP,0138
@@ -1,109 +0,0 @@
700048D4 54D4 image capture routine: 32bit jpeg
ADDIU SP,SP,FEC8
SW S1,0020 (SP)
SW S2,0024 (SP)
SW S0,001C (SP)
LUI S1,8003
SW RA,002C (SP)
SW S3,0028 (SP)
ADDIU S1,S1,857C ;S1=8002857C: "grab.%d.jpeg"
ADDIU S0,SP,0038 ;S0=SP+38: p->buffer
ADDIU S2,SP,0034 ;S2=SP+34: p->instance
//700048FC: find an unused instance
LUI S3,8002
LW A2,32C8 (S3) ;A2=800232C8: cur.jpeg32bit
OR A0,S0,R0 ;A0=S0: p->buffer
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A1,S1,R0
OR A0,S0,R0 ;A0=S0: p->string
JAL 7F0D0098 ;V0=TRUE if resource named A0 found on Indy and filesize set to A1
OR A1,S2,R0 ;A1=S2: @filesize
BEQ V0,R0,70004938 ;branch if unique
//70004920: loop and increment value if something found
LUI S3,8002
LW S3,32C8 (S3)
LUI AT,8002
ADDIU S3,S3,0001
BEQ R0,R0,700048FC
SW S3,32C8 (AT) ;jpeg grab# +=1
//70004938: grab
LUI S3,8002
LUI A1,8003
LW A2,32C8 (S3) ;A2=800232C8: cur.jpeg32bit
ADDIU A1,A1,858C ;A1=8002858C: "grab.%d.temp.Uix"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7000441C ;V0= text clip width
NOP
SLL S1,V0,0x10
SRA T6,S1,0x10
JAL 7000442C ;V0= text clip height
OR S1,T6,R0
MULTU V0,S1
LUI A1,803B
ADDIU A1,A1,5000 ;A1=803B5000
OR A0,S0,R0 ;A0=S0: p->string
MFLO A2 ;A2=width * height
SLL T7,A2,0x2
JAL 7F0CFFE0 ;send capture data A1 of size A2 named A0
OR A2,T7,R0 ;A2=width * height * 4: size of 32bit video buffer
//70004988: send command line: Uix2pix -xs{width} grab.{instance}.temp.Uix
JAL 7000441C ;V0= text clip width
NOP
LUI S3,8002
LUI A1,8003
ADDIU A1,A1,85A0 ;A1=800285A0: "Uix2pix -xs%d grab.%d.temp.Uix"
LW A3,32C8 (S3) ;A3=800232C8: cur.jpeg32bit
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A2,V0,R0 ;A2=V0: width
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0 ;A0=S0: p->string
//700049B4: send command line: fromalias - probably a copy/rename routine
LUI S3,8002
LW A3,32C8 (S3) ;A3=800232C8: cur.jpeg32bit
LUI A1,8003
ADDIU A1,A1,85C0 ;A1=800285C0: "fromalias grab.%d.temp.pix grab.%d.temp.rgb"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A2,A3,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//700049D8: send command line: imagecopy - format is jfif, converting raw rgb into jpeg
LUI S3,8002
LW A3,32C8 (S3)
LUI A1,8003
ADDIU A1,A1,85EC ;A1=800285EC: "imgcopy -fjfif grab.%d.temp.rgb grab.%d.jpeg"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A2,A3,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//700049FC: remove intermediate images
LUI S3,8002
LW A3,32C8 (S3) ;A3=800232C8: cur.jpeg32bit
LUI A1,8003
ADDIU A1,A1,861C ;A1=8002861C: "rm grab.%d.temp.Uix grab.%d.temp.pix grab.%d.temp.rgb"
OR A0,S0,R0
OR A2,A3,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
SW A3,0010 (SP)
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004A24: open image in imgview
LUI S3,8002
LUI A1,8003
LW A2,32C8 (S3)
ADDIU A1,A1,8654 ;A1=80028654: "imgview grab.%d.jpeg"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004A44: return
LW RA,002C (SP)
LW S0,001C (SP)
LW S1,0020 (SP)
LW S2,0024 (SP)
LW S3,0028 (SP)
JR RA
ADDIU SP,SP,0138
@@ -1,94 +0,0 @@
70004A60 5660 image capture routine: 16bit rgb
ADDIU SP,SP,FED0
SW S1,001C (SP)
SW S2,0020 (SP)
SW S0,0018 (SP)
LUI S1,8003
SW RA,0024 (SP)
ADDIU S1,S1,866C ;S1=8002866C: "grab.%d.rgb"
ADDIU S0,SP,0030 ;S0=SP+30: p->buffer
ADDIU S2,SP,002C ;S2=SP+2C: p->instance
//70004A84: find an unused instance
LUI A2,8002
LW A2,32CC (A2) ;A2=800232CC: cur.rgb16bit
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A1,S1,R0
OR A0,S0,R0
JAL 7F0D0098 ;V0=TRUE if resource named A0 found on Indy and filesize set to A1
OR A1,S2,R0
BEQ V0,R0,70004AC0 ;branch if unique
//70004AA8: loop and increment value if found
LUI A2,8002
LW A2,32CC (A2)
LUI AT,8002
ADDIU A2,A2,0001
BEQ R0,R0,70004A84
SW A2,32CC (AT) ;cur.rgb16bit += 1
//70004AC0: grab base entry
LUI A2,8002
LUI A1,8003
LW A2,32CC (A2) ;A2=800232CC: cur.rgb16bit
ADDIU A1,A1,8678 ;A1=80028678: "grab.%d.temp.uix"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7000441C ;V0= text clip width
NOP
SLL S1,V0,0x10
SRA T6,S1,0x10
JAL 7000442C ;V0= text clip height
OR S1,T6,R0
MULTU V0,S1
LUI T7,8002
LW T7,32A8 (T7) ;T7=800232A8: p->viewport
OR A0,S0,R0 ;A0=S0: p->string
LW A1,0028 (T7) ;A1=p->data
MFLO A2 ;A2=width * height
SLL T8,A2,0x1
JAL 7F0CFFE0 ;send capture data A1 of size A2 named A0
OR A2,T8,R0 ;A2=width * height * 2: size of screen buffer
//70004B14: send command line: Uix2pix grab.{instance}.temp.uix
LUI A2,8002
LUI A1,8003
LW A2,32CC (A2) ;A2=800232CC: cur.rgb16bit
ADDIU A1,A1,868C ;A1=8002868C: "uix2pix grab.%d.temp.uix"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004B34: send command line: fromalias - probably a copy/rename routine
LUI A2,8002
LW A2,32CC (A2) ;A2=800232CC: cur.rgb16bit
LUI A1,8003
ADDIU A1,A1,86A8 ;A1=800286A8: "fromalias grab.%d.temp.pix grab.%d.rgb"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A3,A2,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004B58: remove intermediate images
LUI A2,8002
LW A2,32CC (A2) ;A2=800232CC: cur.rgb16bit
LUI A1,8003
ADDIU A1,A1,86D0 ;A1=800286D0: "rm grab.%d.temp.uix grab.%d.temp.pix"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A3,A2,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004B7C: open image in imgview
LUI A2,8002
LUI A1,8003
LW A2,32CC (A2) ;A2=800232CC: cur.rgb16bit
ADDIU A1,A1,86F8 ;A1=800286F8: "imgview grab.%d.rgb"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004B9C: return
LW RA,0024 (SP)
LW S0,0018 (SP)
LW S1,001C (SP)
LW S2,0020 (SP)
JR RA
ADDIU SP,SP,0130
@@ -1,98 +0,0 @@
70004BB4 57B4 image capture routine: 32bit rgba
ADDIU SP,SP,FED0
SW S1,0018 (SP)
SW S2,001C (SP)
SW S0,0014 (SP)
LUI S1,8003
SW RA,0024 (SP)
SW S3,0020 (SP)
ADDIU S1,S1,870C ;S1=8002870C: "grab.%d.rgb"
ADDIU S0,SP,0030 ;S0=SP+30: p->buffer
ADDIU S2,SP,002C ;S2=SP+2C: p->instance
//70004BDC:
LUI S3,8002
LW A2,32D0 (S3) ;A2=800232D0: cur.rgb32bit
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A1,S1,R0
OR A0,S0,R0 ;A0=S0: p->string
JAL 7F0D0098 ;V0=TRUE if resource named A0 found on Indy and filesize set to A1
OR A1,S2,R0 ;A1=S2: @filesize
BEQ V0,R0,70004C18 ;branch if unique
//70004BDC: loop and increment value if found
LUI S3,8002
LW S3,32D0 (S3)
LUI AT,8002
ADDIU S3,S3,0001
BEQ R0,R0,70004BDC
SW S3,32D0 (AT) ;cur.rgb32bit += 1
//70004C18: grab base entry
LUI S3,8002
LUI A1,8003
LW A2,32D0 (S3) ;A2=800232D0: cur.rgb32bit
ADDIU A1,A1,8718 ;A1=80028718: "grab.%d.temp.Uix"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7000441C ;V0= text clip width
NOP
SLL S1,V0,0x10
SRA T6,S1,0x10
JAL 7000442C ;V0= text clip height
OR S1,T6,R0
MULTU V0,S1
LUI A1,803B
ADDIU A1,A1,5000 ;A1=803B5000
OR A0,S0,R0
MFLO A2 ;A2=width * height
SLL T7,A2,0x2
JAL 7F0CFFE0 ;send capture data A1 of size A2 named A0
OR A2,T7,R0 ;A2=width * height * 4
//70004C68: send command line: Uix2pix -xs{width} grab.{instance}.temp.Uix
JAL 7000441C ;V0= text clip width
NOP
LUI S3,8002
LUI A1,8003
ADDIU A1,A1,872C ;A1=8002872C: "Uix2pix -xs%d grab.%d.temp.Uix"
LW A3,32D0 (S3) ;A3=800232D0: cur.rgb32bit
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A2,V0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004C94: send command line: fromalias - probably a copy/rename routine
LUI S3,8002
LW A3,32D0 (S3) ;A3=800232D0: cur.rgb32bit
LUI A1,8003
ADDIU A1,A1,874C ;A1=8002874C: "fromalias grab.%d.temp.pix grab.%d.rgb"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A2,A3,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004CB8: remove intermediate images
LUI S3,8002
LW A3,32D0 (S3) ;A3=800232D0: cur.rgb32bit
LUI A1,8003
ADDIU A1,A1,8774 ;A1=80028774: "rm grab.%d.temp.Uix grab.%d.temp.pix"
OR A0,S0,R0
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A2,A3,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004CDC: open image in imgview
LUI S3,8002
LUI A1,8003
LW A2,32D0 (S3) ;A2=800232D0: cur.rgb32bit
ADDIU A1,A1,879C ;A1=8002879C: "imgview grab.%d.rgb"
JAL 7000AC94 ;sprintf(A0,A1,A2,A3,...)
OR A0,S0,R0
JAL 7F0D00E0 ;V0= response from command string A0 sent to host PC via Indy
OR A0,S0,R0
//70004CFC: return
LW RA,0024 (SP)
LW S0,0014 (SP)
LW S1,0018 (SP)
LW S2,001C (SP)
LW S3,0020 (SP)
JR RA
ADDIU SP,SP,0130
@@ -1,51 +0,0 @@
70004E2C 5A2C deb_c_debug
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
LUI A0,8002
LUI A1,8003
ADDIU A1,A1,87B0 ;A1=800287B0: "deb_c_debug"
JAL 70004E60
ADDIU A0,A0,32E0 ;A0=800232E0:
JAL 70004EE0
NOP
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
70004E60 5A60
accepts: A0=p->???, A1=p->string
ADDIU SP,SP,FFE8
SW RA,0014 (SP)
SW A0,0018 (SP)
SW A1,001C (SP)
JAL 70004D20
OR A0,A1,R0 ;A0=A1: p->string
//70004E78:
BNEZ V0,70004E88
LW A0,001C (SP) ;A0=p->string
JAL 70004DE0
LW A1,0018 (SP)
//70004E88:
LW RA,0014 (SP)
ADDIU SP,SP,0018
JR RA
NOP
70004E98 5A98 parses table at @800232E8
always returns zero or loops indefinately
LUI V0,8002
LW V0,32E8 (V0) ;V0=800232E8:
BEQ V0,R0,70004EB4 ;branch if no entries
NOP
//70004EA8: parse table
LW V0,0000 (V0) ;V0=p->next entry:
BNEZL V0,70004EAC ;loop until it isn't zero
LW V0,0000 (V0)
//70004EB4: return
JR RA
NOP
70004EBC 5ABC unconditional return
JR RA
NOP
@@ -1,28 +0,0 @@
7000A29C AE9C debug memory table sort and merge function: generate list of allocated memory, sort and merge table, then generate a new list
ADDIU SP,SP,FFD8
SW RA,0024 (SP)
SW S2,0020 (SP)
SW S1,001C (SP)
JAL 7000A100 ;generate ordered list of allocated memory blocks
SW S0,0018 (SP)
//7000A2B4: sort allocation table A0
LUI S1,8006
ADDIU S1,S1,3C28 ;S1=80063C28: table of memory allocations
OR S0,R0,R0 ;S0=0 count=0
ADDIU S2,R0,01FC ;S2=1FC
//7000A2C4: loop for each possible entry
JAL 70009A50 ;sort and merge entries in allocation table A0
OR A0,S1,R0 ;A0=S1: p->allocation table
ADDIU S0,S0,0001 ;S0++ count++
BNE S0,S2,7000A2C4 ;loop 0x1FC times
NOP
//7000A2D8:
JAL 7000A100 ;generate ordered list of allocated memory blocks
NOP
//7000A2E0: return
LW RA,0024 (SP)
LW S0,0018 (SP)
LW S1,001C (SP)
LW S2,0020 (SP)
JR RA
ADDIU SP,SP,0028
@@ -1,37 +0,0 @@
7000AF00 BB00 reset stderr
ADDIU SP,SP,FFD8
SW S3,0020 (SP)
SW S2,001C (SP)
SW S1,0018 (SP)
SW RA,0024 (SP)
SW S0,0014 (SP)
ADDIU S1,R0,0050 ;S1=0x50
OR S2,R0,R0 ;S2=0 #lines
ADDIU S3,R0,0023 ;S3=0x23
OR S0,R0,R0 ;S0=0 #entries per line
//7000AF28: clear stderr
OR A0,S0,R0 ;A0=S0: x pos
OR A1,S2,R0 ;A1=S2: y pos
JAL 7000ADD0 ;place character A2 in screen pos (A0,A1)
OR A2,R0,R0 ;A2=0: NULL
ADDIU S0,S0,0001
BNEL S0,S1,7000AF2C ;write 80 NULLs per line
OR A0,S0,R0
ADDIU S2,S2,0001
BNEL S2,S3,7000AF28 ;write NULLs in 35 lines
OR S0,R0,R0
//7000AF50: print the displays
JAL 7000AEDC ;copy debug menu position offsets to text positions
NOP
JAL 7000ADA0 ;unconditional return
NOP
//7000AF60: return
LW RA,0024 (SP)
LUI AT,8002
LW S0,0014 (SP)
LW S1,0018 (SP)
LW S2,001C (SP)
LW S3,0020 (SP)
SW R0,6810 (AT) ;0->80026810:
JR RA
ADDIU SP,SP,0028
@@ -1,181 +0,0 @@
7001ABB4 1B7B4 display error message?
accepts: S0=p->error, S2=error flag, S4=, S5=, S6=
ADDIU SP,SP,FFE0
SW RA,001C (SP)
BNE S2,R0,7001ABCC ;branch if error detected
LW S1,0000 (S0) ;S1=S0+0: p->???
BEQ R0,R0,7001AE44
OR V0,S4,R0 ;V0=S4:
//7001ABCC: handle assertion faults on a bad pointer
BNE S1,R0,7001ABF0 ;if S1 a valid pointer, branch
LUI A0,8003
LUI A1,8003
LUI A2,8003
ADDIU A2,A2,995C ;A2=8002995C: "env.c"
ADDIU A1,A1,9954 ;A1=80029954: "source"
ADDIU A0,A0,9928 ;A0=80029928: "\n--- ASSERTION FAULT - %s - %s, line %d\n\n"
JAL 7000CF44 ;sprintf(??,A0,A1,A2,A3)
ADDIU A3,R0,0175 ;A3=0x175
//7001ABF0:
SW S4,0010 (SP) ;SP+10=S4:
LW T9,0004 (S1) ;T9=S1+4: p->error handler
OR A0,S1,R0 ;A0=S1:
OR A1,S5,R0 ;A1=S5:
OR A2,S2,R0 ;A2=S2: error flag
JALR RA,T9
OR A3,S6,R0 ;A3=S6:
//7001AC0C:
LH T6,0000 (S5)
LUI AT,0800
SLL S4,S2,0x1
ANDI T7,T6,FFFF
OR T8,T7,AT ;T8= 08000000 | (T6 & 0xFFFF)
SW T8,0000 (V0)
LH T9,0000 (S3)
LUI AT,0808
ADDIU S1,V0,0010
ADDIU T7,T9,0440
SLL T8,T7,0x10
ANDI T9,S4,FFFF
OR T6,T8,T9 ;T6=08080000 | (S4 & 0xFFFF)
SW T6,0004 (V0)
LH T7,0000 (S3)
OR S2,S1,R0
ADDIU T8,T7,0580
ANDI T9,T8,FFFF
OR T6,T9,AT ;T6= 08080000 | (T8 & 0xFFFF)
SW T6,0008 (V0)
LH V1,0000 (S3)
ADDIU T7,V1,0800
ANDI T8,T7,FFFF
ADDIU T6,V1,06C0
SLL T7,T6,0x10
OR T9,T8,T7
SW T9,000C (V0)
LW T6,0038 (S0)
LUI T9,8003
BEQL T6,R0,7001AE20
LUI T6,0308
//7001AC88:
LH T8,0018 (S0) ;T8=S0+18: entry#
SW R0,0038 (S0)
LH T6,001A (S0) ;T6=S0+1A: factor
SLL T7,T8,0x1 ;T7=T8*2
ADDU T9,T9,T7
LH T9,81E0 (T9) ;T9=800281E0+offset:
LW A0,0034 (S0)
ADDIU A1,S0,0024
MULTU T9,T6
LH T9,001C (S0)
MTC1 T9,F4
NOP
CVT.S.W F14,F4
MFLO T8 ;T8=value from table * factor
SRA T7,T8,0xF ;T7=value/0x8000
SH T7,0028 (S0)
LH T6,0028 (S0)
MTC1 T6,F6
JAL 7001AAF4
CVT.S.W F12,F6
//7001ACD8:
LH T8,0018 (S0)
LUI T6,8003
SH V0,0026 (S0)
SLL T7,T8,0x1
SUBU T9,R0,T7
ADDU T6,T6,T9
LH T6,82DE (T6) ;T6=800282DE+offset:
LH T8,001A (S0)
LW A0,0034 (S0)
ADDIU A1,S0,002A
MULTU T6,T8
LH T6,001E (S0)
MTC1 T6,F8
NOP
CVT.S.W F14,F8
MFLO T7
SRA T9,T7,0xF
SH T9,002E (S0)
LH T8,002E (S0)
MTC1 T8,F10
JAL 7001AAF4
CVT.S.W F12,F10
//7001AD30:
LH T7,001C (S0)
SH V0,002C (S0)
OR V1,S1,R0
LUI AT,0906
ANDI T9,T7,FFFF
OR T6,T9,AT ;T6=09060000 | (T7 & 0xFFFF)
SW T6,0000 (V1)
SW R0,0004 (V1)
//7001AD50:
LH T8,001E (S0)
ADDIU S1,S1,0008
OR A0,S1,R0
LUI AT,0904
ANDI T7,T8,FFFF
OR T9,T7,AT ;T9=09040000 | (T8 & 0xFFFF)
SW T9,0000 (A0)
SW R0,0004 (A0)
//7001AD70:
LH T6,0028 (S0)
ADDIU S1,S1,0008
LUI AT,0902
ANDI T8,T6,FFFF
OR T7,T8,AT ;T7=09020000 | (T6 & 0xFFFF)
OR A1,S1,R0
SW T7,0000 (A1)
LH T6,0026 (S0)
LHU T9,0024 (S0)
ADDIU S1,S1,0008
SLL T8,T6,0x10
OR T6,T8,T9
SW T6,0004 (A1)
LH T7,002E (S0)
LUI AT,0900
OR A2,S1,R0
ANDI T8,T7,FFFF
OR T9,T8,AT ;T9=09000000 | (T7 & 0xFFFF)
SW T9,0000 (A2)
LH T7,002C (S0)
LHU T6,002A (S0)
ADDIU S1,S1,0008
SLL T8,T7,0x10
OR T7,T8,T6
SW T7,0004 (A2)
LH T9,0020 (S0)
LUI AT,0908
OR V0,S1,R0
ANDI T8,T9,FFFF
OR T6,T8,AT ;T6=09080000 | (T9 & 0xFFFF)
SW T6,0000 (V0)
LH T7,0022 (S0)
ADDIU S1,S1,0008
OR S2,S1,R0
ANDI T9,T7,FFFF
SW T9,0004 (V0)
LUI T8,0309
SW T8,0000 (S2) ;S2+0= 03090000
LW A0,0014 (S0)
JAL 7000E8B0 ;V0= offset corresponding to address A0
ADDIU S1,S1,0008
BEQ R0,R0,7001AE34
SW V0,0004 (S2)
//7001AE1C:
LUI T6,0308
SW T6,0000 (S2) ;S2+0= 03080000
LW A0,0014 (S0)
JAL 7000E8B0 ;V0= offset corresponding to address A0
ADDIU S1,S1,0008
//7001AE30:
SW V0,0004 (S2)
LH T7,0000 (S5)
OR V0,S1,R0
ADDU T9,T7,S4
SH T9,0000 (S5)
//7001AE44: return
LW RA,001C (SP)
ADDIU SP,SP,0020
JR RA
NOP
@@ -1,169 +0,0 @@
7F001258 35D88 load all objects mentioned in current action table
ADDIU SP,SP,FFC8
LUI T6,8007
LW T6,5D14 (T6) ;T6=80075D14: p->action block table
SW RA,0034 (SP)
SW S7,0030 (SP)
SW S6,002C (SP)
SW S5,0028 (SP)
SW S4,0024 (SP)
SW S3,0020 (SP)
SW S2,001C (SP)
SW S1,0018 (SP)
SW S0,0014 (SP)
//7F001288: get p->actions and search types
LW S0,0000 (T6) ;S0=T6+0: p->action block data
ADDIU S5,R0,00BF ;S5=0xBF: spawn item
ADDIU S6,R0,00C0 ;S6=0xC0: spawn hat
BEQ S0,R0,7F0013E0 ;return if NULL pointer
OR S7,R0,R0 ;S7=0
ADDIU S4,R0,00BE ;S4=0xBE: respawn actor
ADDIU S3,R0,00BD ;S3=0xBD: spawn actor
ADDIU S2,R0,001B ;S2=0x1B: drop item
ADDIU S1,R0,0004 ;S1=0x04: terminate
//7F0012AC: test if 04: terminate
LBU V1,0000 (S0) ;V1=action command type
LUI T7,8007
BNE S1,V1,7F0012C8 ;branch if not type 04:
NOP
LW T7,5D14 (T7) ;T7=80075D14: p->action table
BEQ R0,R0,7F0013CC ;handle next table entry
ADDU V0,T7,S7 ;V0=table+offset
//7F0012C8: test for each command
BEQL V1,S2,7F0012FC ;branch if 1B: drop item
LBU T8,0001 (S0)
BEQ V1,S3,7F001320 ;branch if BD: spawn actor
NOP
BEQ V1,S4,7F00134C ;branch if BE: respawn actor
NOP
BEQL V1,S5,7F00137C ;branch if BF: spawn item
LBU T2,0001 (S0)
BEQL V1,S6,7F0013A8 ;branch if C0: spawn hat
LBU T5,0001 (S0)
BEQ R0,R0,7F0013BC ;everything else is skipped
OR A0,S0,R0
//7F0012F8: 1B: drop item
LBU T8,0001 (S0) ;T8=model.u
LBU T0,0002 (S0) ;T0=model.l
SLL T9,T8,0x8
OR V0,T9,T0 ;V0=model
JAL 7F056C38 ;load model A0
ANDI A0,V0,FFFF ;A0=model&0xFFFF
BEQL V0,R0,7F0013BC ;ironically, branches nicely even on load failure
OR A0,S0,R0
BEQ R0,R0,7F0013BC
OR A0,S0,R0
//7F001320: BD: spawn actor
JAL 7F023290 ;load body/head entry A0 if not already loaded
LBU A0,0001 (S0) ;A0=body
LB A0,0002 (S0) ;A0=head
BLTZL A0,7F0013BC ;skip if random head
OR A0,S0,R0
JAL 7F023290 ;load body/head entry A0 if not already loaded
NOP
BEQL V0,R0,7F0013BC ;ironically, branches nicely even on load failure
OR A0,S0,R0
BEQ R0,R0,7F0013BC
OR A0,S0,R0
//7F00134C: BE: respawn actor
JAL 7F023290 ;load body/head entry A0 if not already loaded
LBU A0,0001 (S0) ;A0=body
LB A0,0002 (S0) ;A0=head
BLTZL A0,7F0013BC ;skip if random head
OR A0,S0,R0
JAL 7F023290 ;load body/head entry A0 if not already loaded
NOP
BEQL V0,R0,7F0013BC ;ironically, branches nicely even on load failure
OR A0,S0,R0
BEQ R0,R0,7F0013BC
OR A0,S0,R0
//7F001378: BF: spawn item
LBU T2,0001 (S0) ;T2=model.u
LBU T4,0002 (S0) ;T4=model.l
SLL T3,T2,0x8
JAL 7F056C38 ;load model A0
OR A0,T3,T4 ;A0=model
JAL 7F005710 ;load 3rd person model for item A0
LBU A0,0003 (S0) ;A0=inventory item#
BEQL V0,R0,7F0013BC ;ironically, branches nicely even on load failure
OR A0,S0,R0
BEQ R0,R0,7F0013BC
OR A0,S0,R0
//7F0013A4: C0: spawn hat
LBU T5,0001 (S0) ;T5=model.u
LBU T7,0002 (S0) ;T7=model.l
SLL T6,T5,0x8
JAL 7F056C38 ;load model A0
OR A0,T6,T7 ;A0=model
//7F0013B8: get next command from block
OR A0,S0,R0 ;A0=S0: p->cur.action
JAL 7F0349FC ;V0=size of action command in block A0 at offset A1
OR A1,R0,R0 ;A1=0
BEQ R0,R0,7F0012AC
ADDU S0,S0,V0 ;S0+=V0: p->action+=size: p->next action
//7F0013CC: next action block
LW S0,0008 (V0) ;S0=V0+8: p->next action block
ADDIU S7,S7,0008 ;S7+=8 table offset
ADDIU V0,V0,0008 ;V0+=8 next action entry
BNEL S0,R0,7F0012B0 ;loop until NULL entry
LBU V1,0000 (S0)
//7F0013E0: return
LW RA,0034 (SP)
LW S0,0014 (SP)
LW S1,0018 (SP)
LW S2,001C (SP)
LW S3,0020 (SP)
LW S4,0024 (SP)
LW S5,0028 (SP)
LW S6,002C (SP)
LW S7,0030 (SP)
JR RA
ADDIU SP,SP,0038
+_+
7F00140C 35F3C weapon load debug feature
ADDIU SP,SP,FFB0
LUI T7,8003
SW RA,001C (SP)
SW S0,0018 (SP)
ADDIU T7,T7,A23C ;T7=8002A23C: list of debug weapon models
LW AT,0000 (T7)
LW T0,0004 (T7)
ADDIU T6,SP,0030 ;T6=SP+30: p->copy of table on stack
SW AT,0000 (T6)
SW T0,0004 (T6)
LW T0,000C (T7)
LW AT,0008 (T7)
ADDIU S0,SP,0030 ;S0=SP+30: p->copy of table
SW T0,000C (T6)
SW AT,0008 (T6)
LW AT,0010 (T7)
LW T0,0014 (T7)
SW AT,0010 (T6)
SW T0,0014 (T6)
LW T0,001C (T7)
LW AT,0018 (T7)
SW T0,001C (T6) ;copy 0x20 from 8002A23C to stack
SW AT,0018 (T6)
//7F001468: load each entry in table
LW T1,0030 (SP) ;T1=SP+30: 1st entry
BLTZL T1,7F001494 ;branch if end of list
LW RA,001C (SP)
LW A0,0000 (S0) ;A0=entry+0: model#
//7F001478: loop to load each model
JAL 7F056C38 ;load model A0
NOP
LW A0,0004 (S0) ;A0=next entry: model#
ADDIU S0,S0,0004 ;S0+=4: next entry
BGEZ A0,7F001478 ;loop while more items left to load
NOP
//7F001490: return
LW RA,001C (SP)
LW S0,0018 (SP)
ADDIU SP,SP,0050
JR RA
NOP
Uses a pre-arranged list of item types at 8002A23C.
Table ends with an entry -1. Each entry is one word.

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